
Amy puts you in the shoes of Lana, a woman navigating a crumbling, infected city while protecting a mysterious autistic little girl with supernatural powers named Amy. The infection has turned the locals into feral monstrosities, and technology is breaking down around you. Lana herself is infected but stays just sane enough to rely on Amy’s strange psychic healing powers to stay alive. The bond between protector and child drives every dark street and shadowed room as you fight to keep hope alive against overwhelming despair.
Amy was created by VectorCell and released in 2012 on PlayStation 3 via PlayStation Network and Xbox 360 via Xbox Live Arcade. It was directed by Paul Cuisset, known for cult classic titles, and published by Lexis Numérique. The game was billed as a daring take on survival horror with resource pressure, and the unconventional dynamic of protecting a child in a world that’s fallen apart. A PC release was teased at one point but never materialized.









Gameplay
Gameplay centers on the uneasy cooperation between Lana and young Amy. You control both characters indirectly—Lana for actions and Amy for healing when needed. Lana has limited ability to defend herself with improvised weapons, but her infection constantly threatens to overtake her. Amy’s psychic aura keeps her alive but using that power drains limited resources. You need to solve puzzles, sneak past threats, and make split-second decisions about who needs protection most. It’s not about blasting through rooms it’s about surviving the moments of vulnerability.
Visuals & Style
The game drapes its environments in grim, decaying urban textures broken corridors, flickering lights, and silent streets better left empty. Despite relatively modest tech, the tone is oppressive. Creature designs feel imperfect and uncanny, and there’s a cold despair in every ruined corner. The soundtrack is quiet and uneasy, eclipsed only when tension spikes. Amy’s presence is calm in its softness, clashing hauntingly against the harshness around her. The visuals and audio lean more into mood and ambulatory dread than outright terror.
Importance in Survival Horror History
Amy attempted a risky experiment in horror design by layering its survival mechanics atop the fragile relationship between protector and child. It wasn’t just about fear it was about responsibility and moral tension. While it stumbled in execution, its ambition to combine psychic empowerment, infection, and escort mechanics offered a rare concept that didn’t just follow the genre’s playbook. It remains an interesting footnote in horror development for trying something deeply unconventional.
Reception vs Historical Value
On release, Amy was widely regarded as flawed clunky controls, technical hitches, and frustrating checkpoints hurt its launch. Critics and players both were harsh. Yet over time, a small community has come to see it as a cult curiosity flawed, yes, but brave in its choices. Today it’s still remembered as a game that flopped, but less as a failure and more as a cautionary tale about ambition in horror design a prototype that almost got away.
Availability & Collectibility
Amy is available only as a digital download on PlayStation 3 and Xbox 360. No physical copies exist, and the PC version never appeared. Its digital availability makes it accessible, but its obscurity and polarizing legacy make it a curiosity rather than a collectible jewel. For survival horror archivists, it’s a bizarre, haunted piece of genre history they may scoff, but they remember it.
Gameplay:
