A downloadable game for Windows, macOS, and Linux

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This game contains old public domain images and footage, which includes vintage softcore eroticism and one instance of actual onscreen laboratory animal death.  Those images can be avoided if the player ignores the television programming presented in-game. None of the programming is essential to game completion.

Also, some footage contains disrespectful opinions towards the LGBTQ+ community that are NOT endorsed by Somewhat Software. We believe everybody deserves to have their identity recognized and respected. 



"[...] a captivating mixture of gore, eroticism and paranoia that feels quite unlike anything else and really gets under your skin. Highly recommended." - Free Game Planet
"Spek.takl reminds me of the best part of Silent Hill 4: The Room. [...](...) an accomplished horror, and one of the few that explores fresh territory." - PC Gamer



W, A, S and D to Move

Mouse to Look Around

E or LMB to interact with or pick up objects

R to put objects in Inventory

X to Get Off the couch

RMB to Zoom In

ESC to access Inventory and Game Menu


Programming, 3D modeling and music by Somewhat. For full attribution credits, please read the .txt file bundled with the software.

For press contact please use : somewhatsoftware@gmail.com



Builds for MacOS and Linux are offered here, based on manifest interest on past titles. But please note that it is not possible on our end to do even basic testing on those versions, so there is a distinct possibility they might not work properly.

Please contact us if you come across any issues with those versions and we will see what can be done (if anything) to help create stable builds for those systems.


Also known as spektakl, spectacle, spek.takl, spektakle

Updated 6 days ago
Published 15 days ago
PlatformsWindows, macOS, Linux
TagsAltgame, artgame, Erotic, Halloween, Horror, psychological-horror, Spooky, vhs, Walking simulator


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Click download now to get access to the following files:

SPEK.TAKL (PC) 1.0.3.zip 987 MB
SPEK.TAKL (Mac) 1.0.3.zip 1,010 MB
SPEK.TAKL (Linux) 1.0.3.zip 1,001 MB

Development log


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I just posted my play-through of SPEK TAKL, I had an amazing time doing it, some unexpected stuff that I should have read about before playing it for YouTube but yeah xD unfortunately for me, I didn't get the deeper meaning of a few things until I was editing the video, but nonetheless, amazing. Thank you for your work! :D

I absolutely recommend this game... it's really a Spektakl (in it's own kind) and it's not like most of the typical pixel horror games.

I don't know where to start. Mr.Somewhat ๐Ÿ‘, great work you did! Really! (but you know that. I'm sure that you know that! ๐Ÿ˜†). It was exactly the kind of pixel horror game, i was searching for in this night. The music-loops you've created and selected -> Perfect!! The sounds and noise you've recorded -> Fantastic!! Good old Zoom H2 field recorder did it's jobโœ…. I did the same for my game (running around with that damn H2, making noise, smashing things etc. but far not as good as you did i think). The pixel grafics and the blocky model style... oh boy i love it! The idea making the menu like a television setup screen? (idk what it's called in english) BUT -> really cool. The evolving in-game story / kind of storytelling -> Great! In my first round i got stuck in the organic room. But i'll try again.

Tbh: i don't write this because of your dev log (which i've read). I write this because i love โค what you've created. Really! As a software developer (straight out of business hell, burnouted and currently in recreation) i was always forced to be a very hard critic (including myself). 
But your game was an absolute solid experience, no errors, no performance issues, no look or glitch through walls, no stupid colliders. Everything worked fine in my first play round. (maybe increase the pointlight shadowbias a bit, that they start where objects are on ground/walls etc.). 

There nothing wrong with your game. For me it was perfect and made my 'night'.  Take a break (maybe you already did), you deserve it. Never set a violent release date, it's not neccessary for us indie devs.. or is it?!? ๐Ÿค”
I know how it feels running through own created worlds over and over again. If that becomes worse, take a break even if that will last over months. Do some work on another or new game. Just my advise, i think you know it better. Would be sad and a shame if you stop creating such stuff. Learn to code, become a master, so you can realize everything you have in mind for your game, from brain to machine. If you need help coding, i'm here for you (honestly). But i think you will master that on you own.

Thank you for that spek.takl  -  5 Stars ๐Ÿ˜Ž

Thank you so very much for all of these comments! Polimerikum was also a great experience (I believe it was updated since I last checked it, might be time to go back to it) and it's great to share between fellow indie devs.

You are right about the shadow bias...there's this shelf in the study/office room especially that just looks...ugh. :P And don't worry too much about me being hard on myself; as I commented elsewhere, it's mostly a question of gaining some distance after release to reconcile with the game itself. I like it a little better now. 

I hope my next titles will keep you as interested as you were in this one. :)

Of course i'll stay interested in your creations. ๐Ÿ‘
Nice to read that you get connected to your game again. It's a part of you (that means much), don't hate it, because this would mean.... well, yeah .. you know ๐Ÿ˜ฌ. I had some similar problems while creating Polymerikum. I took a big break over a few weeks at the end of last year, needed some distance. But after these nice feedbacks from players, i was really motivated to finish this project.
All i wanted was making players happy. 

We devs need this feedback and support, otherwise we loose interest in creating free games.  Over the last 4 month i reworked and added a lot of content. Took my time to make it more 'beautiful' and stable. Made it playable from the beginning to the final end. Running through it's levels and corridors again and again, sometimes frustratet when things still didn't work as expected... sometimes in rage when monsters didn't do the stuff i told them... ๐Ÿ˜†๐Ÿ˜†.  But it was worth all the work.

These games we create need their time, especially when it comes to deeper stories and thoughts like we both have in our games. ๐Ÿ˜Ž

Have a nice day/night/morning โœŒ

The UI is buggy:

1 Press esc

2 go to system

3 go back in game

4 press esc again

5 You are stuck on that screen because the mouse moves the camera and not the pointer

Will try again once that's fixed.

Then, unfortunately, you will have to give up on this title. My apologies. I've looked at the issue, and it is not something I am planning to fix. Without getting into particulars, it has to do with assets used, and is out of my control.

At least, it's a free game, amirite?

Wow, ok. It seemed like a small thing to me but whatever.


Prepare your inbox.

"W, A, S and D to Move"


Actually, the player can rebind keys on the launcher and it works. :)

Absolutely loved it, will be sure to follow and play your other games, and look forward to other horror games you make in the future.

Thank you very much for your support. I was already a subscriber to your channel, so it came as a nice surprise to see you play my game.
And, to answer your questions, in part : there are multiple endings. ;-)

Oooh, you were subbed too? :O Honored. Multiple endings though?! Huh. My brain can't currently conceive what I could do differently ;o I'll have to think about it. Likely something to do with the kitchen knife, hm.

The game is awesome and atmosphere is so creepy i liked it so much keep it up , i hope you enjoy my gameplay https://www.youtube.com/watch?v=Hn1HYPg73HU&feature=youtu.be

Thank you for taking the time to try it out. Watching your style of play, which is rather lightning fast, in my intentionally slow paced game was interesting.

i'm so  glad you liked the video

i love it

(1 edit)

Thank you. It isn't an obvious experience (and it is quite a personal game, too, if you'd believe that), so I am glad it can find an audience. :)