Reviews
Nov 24, 2025
A grounded review of Kamla, the Indian horror survival game by Mad-Mantra Games. We deep dive into its story, global reach, player sentiment, and where it shines and where it stumbles. Photo by: Gematsu
Kamla is a survival horror which is a game created by Mad-Mantra Games, a small indie studio based in Pune, India. The game first launched on PC via Steam on May 7, 2024. On February 8, 2025, the mobile version went live on both Android and iOS, making it accessible to a much wider audience.
In Kamla, you play as a Tantrik priest whose task is to exorcise a newlywed woman named Kamla, who is possessed by a demon. This game is set in a spooky mansion in 1980s India, and your job isn’t just about fighting.
You must collect ritual items, solve puzzles, hide when things go wrong, and perform a final exorcism ritual. The atmosphere leans heavily on Indian horror traditions rituals, whispered legends, and a sound design that gives you chills.
There are reports that Kamla has crossed 20 million players globally, though I found no confirmed official company statement to back that exact number. (As of my research, this milestone is not clearly documented on reliable outlets.)
On Steam, where it first released, Kamla has “Very Positive” reviews roughly 91% of user reviews (of ~177) are positive. This suggests a strong reception among PC horror fans.

When the mobile version launched, it drew a lot of attention. According to EarlyGame, the Android/iOS launch brought back the same tense atmosphere but on smaller devices.
On the Google Play Store, the game requires at least 4 GB of RAM, which shows the developers cared about performance.
The game’s Apple App Store rating sits at 3.9/5 (422 user ratings), meaning many love it, though some mention performance or difficulty.
On Reddit, enthusiasm runs deep. The developers shared that they spent eight months building Kamla and announced its release proudly. Fans responded with support, saying they were excited about an Indian horror game that isn’t a clone of Western horror titles.
Right after the Steam demo was released, players posted on Reddit asking others to try it, giving feedback, and noting how creepy the mansion feels.

Some viewers on YouTube loved the “Nightmare Mode” creators like Mohak Meet Gaming showed that Kamla can scare even seasoned players.
There’s also community talk about how the game is being built by a very small team, and how that makes the story feel more personal.
On r/IndianGaming, players praised Mad-Mantra Games for staying true to Indian folklore and horror while being honest about their limited budget.
Mad-Mantra Games, the studio behind Kamla, is a small but passionate indie team. According to their origin story, the founder Shubham Rajanwar moved from India to Germany, continued working remotely, and built this horror title with just three other core team members.

Because the studio is indie and small, detailed public financial data (like full revenue reports) is not widely available. However, they clearly leveraged pre-registrations: for mobile, they collected ~1.35 million pre-signups before launch.
On Steam, they periodically discount the game (for example, recently 40% off) which probably helps bring in sales from horror fans.
The game’s strongest point is its cultural authenticity. It’s not just a horror game it’s rooted in Indian folklore, rituals, and the setting of 1980s India, which gives it a rare flavor.
Puzzle mechanics are thus quite thoughtful: collecting ritual items, figuring out hidden places, and performing an exorcism makes each session feel tense and meaningful.

The mansion setting is very atmospheric where the players talk about how the sound design, creaking floors, and darkness give you constant goosebumps.
Another plus is the accessibility like the game supports multiple languages like Hindi on Steam. Also, the fact that it's now on mobile means that more people can play and bring this experience on the go.
Because the studio is small, some parts feel limited. Players mention that the save system is strict (if there is one), and getting caught by Kamla can be very punishing.
Some users on mobile have pointed out performance issues, especially on lower-end devices. While 4 GB RAM is required, not all phones handle the game’s spooky effects smoothly.

Another criticism is replay value: once you finish the ritual or solve the puzzle, there’s less reason to come back unless you want to explore or linger in the horror. Also, being a single-player, it lacks multiplayer scares or co-op for now.
Kamla is more than just a horror game it’s a flag for Indian game development. With its roots placed in the Indian culture and folklore, it proves that local stories can carry weight globally. It shows that indie studios from India don’t need to copy Western horror they can build on their own myths and fears.

Its global reach across PC and mobile means it’s not just for Indian players horror fans around the world can now walk through an Indian mansion, hear traditional chants, and solve exorcism puzzles. If Kamla continues to grow, it could inspire more culturally rooted games that mix tradition and modern gameplay.
Yes, Kamla is worth a try, especially if you're into horror with heart. It’s not an AAA game, but what it lacks in the budget, it makes up for in soul. The story is chilling, the visuals are eerie, and the puzzles make every moment feel real.
If you’re looking for a horror game that doesn’t just scare but also connects this is your entry point. And for Mad-Mantra Games, Kamla feels like the beginning of something bigger in Indian indie gaming.