Prospice: Anomalous Logistics Steam Demo Review
Played 2 Nov 2026 · 1h 30min
Verdict: Play

Prospice: Anomalous Logistics is a cursed-cargo delivery game on a haunted island, and the first job I was given was to drive a giant severed hand across the mud to the next outpost.
Prospice: Anomalous Logistics is a cursed-cargo delivery adventure from Code Wakers. You drive a truck between outposts on an island cursed by rotting god-corpses, pick up jobs from the Head of Research at your base, and deliver bodies, fossils, black boxes, nav spire posts, and anomaly samples back to him. The visual filter deliberately looks like you are watching the drive through a low-quality lens, with a prettier comfort version available if that one puts you off. I picked it because it was Halloween, I like driving trucks in games, and the trailer looked kind of scary.
Play. Give it a go, try it. Prospice is a nice cargo game with a hand on the back of the truck, two solid horror beats across ninety minutes, and the strong implication that the horror opens up as the upgrades let you get further from base. This is not edge-of-your-seat horror. If driving around doing logistics is the kind of game you enjoy, you will enjoy this one. The atmosphere does hold and the filter ties in well. The driving stretches between horror beats are on a fine balance between building tension and getting boring, and if that balance falling the wrong way is going to lose you then this one will do that to you too. The hand opener, the skin-man chase, and the eye meter filling up in the clearing are enough to be worth the ninety minutes.
Pros
- The opening-mission image of hauling a severed hand through fog in third person is the strongest thing the demo does. It sold me on the premise in the first three minutes and nothing after it looked that cool.
- Driving around is nice once you have the controls. The truck feels like a truck in mud and water, 4WD costs you fuel, and the no-mini-map navigation makes the island feel like somewhere I had to actually read.
- The world looks nice through the low-quality filter and the two horror beats landed. The skin-man chase and the eye meter filling up in the clearing both got me the first time they happened.
Cons
- The 4WD on-off toggle is a small black X in the corner of the HUD. I spent an embarrassing amount of the first half hour not sure whether it was on or off, and that could be a bit clearer.
- The hitbox feels slightly off against rocks and trees. I could see clear space between the truck and the thing I had apparently just hit on more than one off-road attempt.
How does the first mission set the tone?
The first mission briefing happens outside in the woods. The surgical team on the radio says they managed to separate the specials with minimal damage and that it is already loaded on your truck. The specials turn out to be a giant severed hand from a giant humanoid lying slumped against a hill nearby, which I only noticed on the way to the truck. The hand itself wiggles slightly as you drive, which I did not know how I felt about. The whole first run is you carrying it through fog and mud to the next outpost, and it set the horror bar high enough that I spent most of the rest of the demo waiting for the game to come back to that. That first job is the Adventure pitch.
Does it drive like a truck?
After a few minutes on keyboard and mouse I swapped to controller because the gear and 4WD toggling wants shoulder buttons. Low gear gives you more control and less speed in mud and deep water. Four-wheel drive on the shoulder improves traction on rough ground and burns more fuel. By the end of the session I was running at 8.7 litres per mile on 4WD because I was lamping it everywhere trying to go faster, which is on me, but the fuel-per-mile number is there on the HUD and it does make you think twice. There is also a winch, which I never got stuck enough to need. The driving half is a Simulation game in miniature, and the handling is good once you stop fighting it.
What does the navigation layer actually feel like?
There is no mini-map. Your position on the PDA map is triangulated from the three nearest radio masts, with a visible triangulation error circle that grows as the signal gets worse. I liked that it is not a mini-map and I liked that the GPS is not exact. It would obviously be easier with a turn-left arrow on the HUD, which is the point of not having one. The day-night clock is also tucked away where I did not notice it for the first half hour, and the first time I missed it I ended up in fog in the dark on a dig-site mission, where a creepy naked giant chased me down and killed me. The fallback at any outpost is to sleep until morning, which was fine the first time and started feeling like a tax by the second.
Where do the upgrades land?
Every mission pays you SP for truck upgrades at the outpost, and I was glad there was somewhere for that currency to go. I bought large injectors first for extra torque, then supplies for repair kits and a roof rack fuel can, and later extended the winch cable to sixteen metres. The list also has a light bar for night driving, a stiffer suspension, improved radio receivers, and a nav dart I never bought. By the second outpost there was more in the menu than I had the SP for, which is the right side of that line this early. How much any of this changes the game is a question for a later build; the demo stops before most of the upgrades get the chance to prove themselves.
Where is the horror then?
The Horror arrives twice in ninety minutes. The first is the naked giant I called the skin man, a figure the Head of Research warns you about by radio, who chased me across the dig site at night and killed me. That cost me the fossil cargo and sent me back to base with half a mission wasted. The second is the lost-crew mission. I was sent out to collect a samples briefcase from a clearing where the first body had a tree growing out of him, and there was an eye meter filling up on screen that I assumed was clocking me as a witness. As the meter neared full the game told me to move away and my screen started shaking, so the eye meter had me down as an incident rather than a witness. I did not hate the driving stretches between those two beats, but they are on a fine balance between building tension and getting boring, and in the second half of the demo I was leaning more towards boring than I wanted.
Game Info
- Full release
- TBC
- Platform
- PC (Steam)
- Multiplayer
- No
- Controller
- Yes
- Playtime
- 1h 30min
Watch the video review: YouTube
Tags: Adventure, Horror, Indie, Simulation, Driving
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