Cover art of the video game "Firewatch."

firewatch

Released in 2016

Phobias That Can Be Triggered in firewatch

Achluophobia / NyctophobiaFear of the dark

  • Trigger: Nighttime hiking sequences or exploring dark, unlit areas

  • Why: Flashlight-lit environments and dimly lit trails create a sense of unease, especially when paired with suspenseful music or narrative uncertainty.

Acousticophobia / PhonophobiaFear of loud or sudden sounds

  • Trigger: Crashing noises, broken communication lines, sudden wildlife

  • Why: The game uses sound to cue narrative tension. Loud, isolated noises in an otherwise quiet setting can feel unnerving and disorienting.

AgoraphobiaFear of wide or open spaces

  • Trigger: Expansive forests, cliffsides, and open trails

  • Why: The vastness of the wilderness, with no one around for miles, can evoke feelings of vulnerability and exposure.

AutophobiaFear of being alone

  • Trigger: Henry being completely alone for days at a time

  • Why: Solitude is a central theme in Firewatch. The long silences, lack of human contact, and emotional distance can trigger discomfort for those sensitive to isolation.

ClaustrophobiaFear of confined spaces

  • Trigger: Crawling through caves and enclosed areas

  • Why: The cave segment in particular traps Henry underground with low lighting, limited movement, and a slow realization of danger.

Nosocomephobia / TraumatophobiaFear of injury, illness, or medical trauma

  • Trigger: The backstory of Henry’s wife, Julia, who suffers from early-onset dementia

  • Why: The emotional weight of long-term illness and caregiving responsibilities may deeply resonate with or trigger players who have experienced medical-related trauma.

Paranoia-related phobias (e.g., Scopophobia)Fear of being watched

  • Trigger: Discovering listening devices, broken lookout windows, or being tracked

  • Why: A major twist in Firewatch involves the player realizing someone may have been watching or recording them, fueling unease and suspicion.

ThanatophobiaFear of death

  • Trigger: Discovering a missing person’s body, falling hazards, discussions of mortality

  • Why: While rare in gameplay, one of the story’s darker moments involves uncovering a long-dead hiker, and the implications of accidental death or disappearance are chilling.

TopophobiaFear of certain places or of being in unfamiliar places

  • Trigger: Deep forests, abandoned sites, or unexplored watchtowers

  • Why: The terrain and visual design suggest that even serene spaces can feel ominous, especially when the narrative introduces the idea of not being alone.