Cover art of the video game "Amnesia."

amnesia

Released in 2010

Phobias That Can Be Triggered in amnesia

Achluophobia / NyctophobiaFear of the dark

  • Trigger: Prolonged darkness, dim hallways, hiding in unlit corners

  • Why: Darkness is a core mechanic in Amnesia — it disorients the player, increases fear, and can even cause the character to hallucinate, making it impossible to avoid.

Acousticophobia / PhonophobiaFear of loud or sudden sounds

  • Trigger: Sudden shrieks, monster growls, thunder, or doors slamming

  • Why: The game uses audio as a weapon — sudden and discordant noises happen with little warning, heightening panic and sensory overload.

AgoraphobiaFear of open or vast spaces

  • Trigger: Large, empty halls or courtyards with echoing silence

  • Why: These open spaces often offer no cover, and being exposed without safety builds vulnerability and unease.

AutophobiaFear of being alone

  • Trigger: Extended solo exploration, eerie silence, or isolation from other characters

  • Why: You are completely alone for the majority of the game. The absence of help, comfort, or even communication can be deeply unsettling.

ClaustrophobiaFear of confined spaces

  • Trigger: Crawling through tunnels, being trapped in tight cells or narrow hallways

  • Why: Many environments are cramped and force the player to hide in closets or corners, simulating suffocating conditions.

Dementophobia / NosocomephobiaFear of insanity or hospitals

  • Trigger: Daniel’s descent into madness, sanity meter distortions, and flashbacks

  • Why: Losing control of your perception, especially through visual and auditory hallucinations, can trigger fears tied to mental instability.

HemophobiaFear of blood

  • Trigger: Pools of blood, gore, or injury-related flashbacks

  • Why: Though not as graphic as some modern horror games, Amnesia features plenty of implied violence and disturbing bloodstains throughout its environments.

Necrophobia / ThanatophobiaFear of death or corpses

  • Trigger: Discovering decaying bodies, being stalked by death-like creatures, or facing your own mortality

  • Why: Death is omnipresent, not only as a threat but as a theme — the game regularly reminds you that you’re facing things worse than death.

PhonophobiaFear of sound (especially unexpected)

  • Trigger: Creaking floorboards, monster footsteps, ambient howling

  • Why: Sound is your primary warning of danger — but it’s often misleading, manipulated to stress you and make you feel hunted.

ScopophobiaFear of being watched

  • Trigger: Staring paintings, hidden monsters, and camera-like monster focus

  • Why: The feeling of being observed (by enemies or the environment) is ever-present. You rarely see your stalkers, but you know they see you.

SpectrophobiaFear of ghosts or spirits

  • Trigger: Apparitions, haunting memories, shadow beings

  • Why: The supernatural is subtly interwoven throughout the game — from shadowy entities to spectral noises and visions — creating a spiritual unease.

TopophobiaFear of certain places or cursed environments

  • Trigger: The prison, torture chambers, and flooded archives

  • Why: Many locations are steeped in historical suffering and literal darkness, tapping into fear of cursed or “wrong” places that hold trauma.

TrypophobiaFear of clusters of small holes or bumps

  • Trigger: Flesh-like wall textures, diseased or corrupted organic growths

  • Why: Certain areas and textures feature unnatural, bumpy, or organic hole-ridden visuals that can provoke a visceral response in sensitive players.