Website profiles · Technology insights · Alternatives

horror.dreamdawn.com

No paid content found
Visit website
Profile views 0 Outbound visits 0 Normal
Chris's Survival Horror Quest | Curses, key cards, and the study of horror video game design.<br><br>By <a href="http://twitter.com/c_pruett">@c_pruett</a> Full homepage screenshot

At a glance

Category
Games & Board Games
Language
English
Paid-content signal
No paid content foundObserved
Registered
1999
Hosting
New Dream Network, LLCInferred
HTTPS certificate trusted
PassedObserved
Last updated

Website review

This review may include AI-generated content and is not individually verified. Domain, certificate and other facts come from the observed data on this page.

What is Chris's Survival Horror Quest?

Chris's Survival Horror Quest is a personal blog about horror video game design, written by developer Chris Pruett (@c_pruett) and hosted at horror.dreamdawn.com. Its tagline—"Curses, key cards, and the study of horror video game design"—signals its focus: close, developer-minded analysis of how survival horror games work, rather than news or reviews alone.

What you'll find there

The blog mixes design essays with curated game lists. The page evidence shows sections such as "Fantastic Journey," "Let's Adventure," "Indie Darlings and Other Obscurities," and "Not at This Time, Thank You," suggesting both recommendations and critical write-offs. A representative post, "Load-Bearing Mechanic Design," discusses Scarlet Deer Inn and argues that polished, narrative-focused horror games can still fall flat when their mechanics don't carry weight—an example of the site's habit of analyzing structure and systems over surface production values.

Who it's for

  • Aspiring and working game designers who want to understand why horror games succeed or fail mechanically.
  • Deep-dive horror fans who enjoy essays about design trade-offs more than release coverage.
  • Readers who prefer a practitioner's perspective: Pruett writes as someone who has built and sold indie games, and he openly wrestles with the tension between criticizing peers and analyzing their work honestly.

How it compares

If you want… This site fits…
Design analysis from a developer's viewpoint Well—it's the core of the blog
Broad horror coverage, news, or reviews Less so; it's essay-driven and selective
Curated lists of obscure or indie horror games Yes, via its themed sections

Next step

If you're deciding whether to follow it, start with the "Load-Bearing Mechanic Design" post: if its argument about mechanics versus polish interests you, the rest of the blog will too. For broader design discussion beyond horror, you might also look at Game Developer.

What are load-bearing mechanics in horror game design?

Load-bearing mechanics is Chris Pruett's term, on Chris's Survival Horror Quest, for the systems that hold a horror game up: the mechanics that make the experience cohere and give it weight, rather than decoration layered on top of a narrative. His complaint about polished, short, narrative-focused horror games is that they can look and sound excellent and still feel hollow, because nothing in the design is actually carrying the tension or the player's decisions.

What makes a mechanic load-bearing

The idea is structural. A load-bearing mechanic is one that other parts of the game depend on:

  • It creates pressure. Resource limits, pursuit, or risk of loss that force the player to choose rather than simply proceed.
  • It shapes routes and pacing. Where the player goes, what they avoid, and how long they linger all follow from it.
  • It gives other systems meaning. Items, enemies, saves and level layout matter because the mechanic makes them matter.
  • Remove it and the game collapses. Take it out and the remaining experience is atmosphere without stakes.

A useful test when you play or design: name the mechanic, then ask what breaks if it disappears. If the answer is "the game gets easier," that is a difficulty setting. If the answer is "the game stops being scary," it is load-bearing.

Reading Pruett's observation

Pruett's own framing is that of a developer who has shipped independent games and now hesitates to criticize peers. His observation is that the titles frustrating him are not sloppy; they are well produced by small teams, and his disappointment comes from missed potential rather than incompetence. The practical reading is that production quality and design structure are separate axes. A game can score highly on art, sound and programming and still lack the mechanic that makes those elements add up to dread.

Applying it

For a player choosing what to play next, this offers a way to articulate why a beautiful horror game left you cold: look for the system you were actually managing, and notice whether there was one. For a designer, it is a checklist question to ask early, before the art budget grows: which single mechanic will carry the fear, and does every other system feed it?

A concrete example of the contrast: a game where hiding from a pursuer consumes limited resources ties stealth, inventory and map layout into one load-bearing loop. A game where the pursuer can be outrun indefinitely has atmosphere but no structure underneath it.

Which survival horror games are recommended for fans of the genre?

Chris Pruett's site is a design-analysis blog rather than a ranked recommendation list, but its evidence points to a clear shortlist for genre fans: Signalis and Paranormasight: The Mermaid's Curse are named as titles worth buying outright, and the excerpt notes a rare cluster of new Resident Evil, Silent Hill and Fatal Frame releases arriving within roughly six months of each other. Scarlet Deer Inn is singled out for praise ("absolutely lovely"), though in the context of discussing games that fall short on what he calls "load-bearing mechanics"—so read that as admiration for craft rather than an unqualified endorsement.

Matching the pick to the player

  • Want dense puzzle-box design and systemic tension? Start with Signalis; it is the title the author treats as an easy recommendation.
  • Prefer narrative mystery with investigation? Paranormasight suits players who want story-forward horror.
  • Returning after years away? The Resident Evil / Silent Hill / Fatal Frame run is the obvious entry point for lapsed fans.
  • Interested in atmosphere and art over mechanics? Scarlet Deer Inn fits that curiosity, with the caveat above.

A useful next step: read the full "Load-Bearing Mechanic Design" post before buying anything, since the author's central criterion—whether a game's systems actually carry the experience—is the test he applies to every title.

How does the site categorize horror games like Fantastic Journey and Let's Adventure?

The site groups horror games by design lineage and play style rather than by release date or platform. "Fantastic Journey" and "Let's Adventure" are collection headings in that scheme: the first covers cinematic, story-driven horror in the survival-horror tradition, and the second covers adventure-game structures where puzzles, exploration and item use carry the experience. Both sit alongside other groupings such as "Indie Darlings and Other Obscurities" and "Not at This Time, Thank You," so a game's placement signals its mechanical and narrative ancestry more than its popularity.

The practical effect is that a reader can follow one thread of design interest at a time. Someone tracing how key cards and curses shape pacing would start with the adventure grouping, while someone interested in atmosphere and authored scares would start with the cinematic one. The site's own framing—"curses, key cards, and the study of horror video game design"—confirms that the categories are meant as lenses for studying mechanics, not as consumer buying guides.

To use the categories well, read the heading as a claim about what kind of game you are getting: if you want puzzle-and-exploration horror, go to "Let's Adventure"; if you want narrative-driven survival horror, go to "Fantastic Journey." For a broader survey of how horror games are discussed by players and critics, Chris's Survival Horror Quest is the reference point here, and MobyGames lists genre tags per title if you need a second classification to compare against.

What makes a narrative-focused horror game fail despite high production quality?

A narrative-focused horror game can look and sound excellent and still fall flat when its mechanics carry no weight. That is the central argument in Chris Pruett's essay on "load-bearing mechanics" at Chris's Survival Horror Quest. His observation, drawn from his own experience as a developer, is that short, polished, story-driven horror titles often leave him frustrated or bored not because of craft failures—art, sound and programming are strong—but because the game design itself has nothing the player must genuinely engage with. The narrative does all the work; the systems are decoration.

What "load-bearing" means in practice

A load-bearing mechanic is one the experience would collapse without. In survival horror that usually means resource scarcity, routing decisions, risk in combat, or a puzzle structure that forces the player to think about space and time. When those are absent or toothless, the player becomes a passenger: they move through beautiful rooms, absorb the story, and never make a decision that could go wrong. Pruett's point is that polish amplifies this problem rather than hiding it—a rough game can get by on tension, while a pristine one with no friction feels inert.

How to tell the difference before buying

  • Ask what you lose if you fail. If death or error costs nothing meaningful, the horror has no stakes.
  • Check whether the story and the systems talk to each other. Good narrative horror makes resource pressure or spatial layout express the theme; weak examples alternate cutscenes with busywork.
  • Watch for "walking simulator" drift. Narrative focus is not the flaw—many excellent horror games are story-first. The flaw is when the only verb is "continue."
  • Weigh length against density. Short games can afford simple mechanics, but they still need one system the player must master or manage.

For a reader deciding what to play next, the practical test is to read or watch ten minutes of unedited play and count the real decisions. If the player is only choosing dialogue options and moving forward, expect atmosphere without tension. If they are budgeting supplies, choosing routes, or weighing a fight they might lose, the mechanics are doing work the story can lean on.

How can indie horror developers apply design lessons from the games discussed on this site?

Indie horror developers can treat Chris's Survival Horror Quest as a design notebook rather than a review feed. The site's central idea—what the author calls "load-bearing mechanics"—is the most transferable lesson: a mechanic should carry real weight in the experience, not sit alongside polished art and sound as decoration. For a small team, that means choosing one or two systems (resource scarcity, pursuit, inventory pressure, spatial memory) and letting them shape pacing, level layout and player anxiety, instead of layering many shallow features.

Practical ways to use the site's analysis

  • Audit your own prototype against the "load-bearing" test. Ask which mechanic, if removed, would collapse the tension. If the answer is "none," the horror is coming from aesthetics alone.
  • Read the categories as a design map. The site groups games under headings such as Fantastic Journey, Let's Adventure, Indie Darlings and Other Obscurities and Not at This Time, Thank You—useful buckets for studying how different subgenres (survival horror, adventure hybrids, obscure indies) handle structure and player agency.
  • Study the critical essays, not just the praise. The author openly discusses the tension between respecting fellow developers and naming what fails; that honesty is exactly what a designer needs when diagnosing why a beautiful, polished game can still feel hollow.

A concrete scenario

Suppose you're building a short narrative horror game with a two-person team. You have strong art and audio but limited systems budget. Rather than adding combat, crafting and stealth, pick the single mechanic your story depends on—say, a light source that also attracts something—and design every room, sound cue and resource around it. Then compare your result with how the games on Chris's Survival Horror Quest are dissected: does your mechanic change how players move, plan and fear, or does it merely decorate?

For broader craft context, pair this with design-focused writing from Game Developer and postmortems indexed at GDC Vault, and study how acclaimed horror titles structure tension via the Signalis wiki or publisher pages for reference titles. The decision criterion is simple: keep a mechanic only if removing it makes the game measurably less frightening or less legible.

Related questions

More questions →
What “Load-Bearing Mechanics” Means on Chris's Survival Horror Quest

On Chris's Survival Horror Quest, “load-bearing mechanics” refers to the core gameplay systems that hold a horror game's experience together—the mechanics that, if removed, would cause the whole design to collapse. In the site's July 29, 2026 essay “Load-Bearing Mechanic Design,” Chris Pruett uses the term to explain why some polished, narrative-focused horror games still leave him frustrated: they are well made, but they lack a gameplay structure strong enough to support the experience.

The Core Idea

The metaphor comes from construction: a load-bearing wall is one you cannot remove without the building falling down. A load-bearing mechanic works the same way in a game. It is not decoration, atmosphere, or story delivery—it is the system the rest of the design rests on.

In survival horror, that usually means mechanics such as:

  • Resource scarcity that forces decisions about when to fight and when to flee
  • Inventory and item management that creates tension between exploration and survival
  • Puzzle or key-item structures that gate progress and shape pacing
  • Risk-reward systems that make the player weigh safety against advancement

Remove one of these and the game may still run, but the tension it was built to produce goes with it.

Why the Author Says Some Good Games Lack It

The essay's argument is not that these games are badly made. Pruett explicitly praises their art, sound design, and programming, and notes that many come from small teams “punching well above their weight.” His criticism is structural: the games are short, simple, and narrative-focused, and in his view they do not need—and do not build—complex load-bearing mechanics.

The result, as he describes it, is a sour note at the end: frustration, boredom, and “a certain disappointment for missed potential.” The production values are high, but without a core mechanic carrying the weight, the experience does not hold up.

How It Connects to Short, Narrative-Driven Horror

The essay draws a direct line between game length, focus, and mechanical depth. Short, narrative-driven titles can get away with simpler systems because there is less game to support. But that also means there is less for the player to grip onto when the story is done. The concept is useful as a design lens: ask what the player is actually doing moment to moment, and whether that activity is strong enough to carry the atmosphere and narrative placed on top of it.

Why It Matters as an Analytical Frame

“Load-bearing mechanics” is the central framework of the site's recent design writing. It gives Pruett a way to critique well-regarded games without attacking the developers—the issue is not craft but architecture. For readers, it offers a practical question to bring to any horror game: which mechanic is holding this experience up, and what happens to the tension if it is removed?

What Recent Games and Topics Are Discussed on Chris's Survival Horror Quest?

The site's most recent featured post (dated July 29, 2026) is a design essay built around Scarlet Deer Inn, using it as the entry point for a critique of what the author calls "load-bearing mechanics." Alongside that game, the post names Signalis and Paranormasight: The Mermaid's Curse as titles the author would recommend without reservation, and it reflects on the unusual cluster of new Resident Evil, Silent Hill, and Fatal Frame releases arriving within roughly six months of each other. The through-line is design criticism rather than news: production quality, independent development, and why polished games can still leave a player unsatisfied.

The Games Named in the Recent Post

Game How it appears in the post
Scarlet Deer Inn The anchor example — praised as "absolutely lovely," then examined for what it lacks mechanically
Signalis Cited as a game the author loved and would tell readers to buy
Paranormasight: The Mermaid's Curse Paired with Signalis as a straightforward recommendation
Resident Evil, Silent Hill, Fatal Frame (recent entries) Grouped as a once-in-20-years coincidence of simultaneous releases

The post does not review these games in sequence. Scarlet Deer Inn carries the argument; the others serve as reference points for taste and context.

The Central Topic: "Load-Bearing Mechanics"

The essay's real subject is a design deficiency the author observes in otherwise excellent games. His description of the pattern:

  • Short, simple, narrative-focused titles that don't need complex systems
  • Strong art, sound design, and programming — "master class examples of high quality production"
  • Made by small teams "punching well above their weight"
  • Yet they end on a sour note: frustration, boredom, and "a certain disappointment for missed potential"

The term "load-bearing mechanics" is the author's own coinage for whatever these games are missing — the systems that hold a game's structure up rather than decorate it. The excerpt cuts off before the full definition, so the post itself is the place to read the complete argument.

A Secondary Thread: Criticism From Inside the Industry

The post is unusually candid about the author's position as a developer with some influence. He notes that his enthusiasm for writing criticism has waned because he now knows firsthand how hard independent development and selling games are, and he admits to sometimes landing on the opposite side of public opinion — loving games others dismiss, and feeling cold toward games everyone else praises. He also explicitly sets aside the "starry-eyed retrospective" angle on the Resident Evil / Silent Hill / Fatal Frame moment, saying he finds that kind of analysis boring and that others do it better.

This matters for reading the site: the recent content is reflective design writing from a practitioner's viewpoint, not consumer reviews or release coverage.

Site Sections That Frame the Content

The page's navigation headings indicate how the archive is organized:

  • Fantastic Journey
  • Let's Adventure
  • Indie Darlings and Other Obscurities
  • Not at This Time, Thank You

The "Indie Darlings and Other Obscurities" label aligns with the recent post's focus on small-team titles, while "Not at This Time, Thank You" suggests a category for games the author has set aside — consistent with his admission that some widely loved games leave him cold.

Is This Content What You're Looking For?

  • If you want design analysis of independent horror games — yes. The recent post is a sustained argument about mechanics, illustrated with specific titles.
  • If you want news, release dates, or reviews — no. The post references recent releases only as context and deliberately avoids retrospective commentary on them.
  • If you want recommendations — limited but present: Signalis and Paranormasight: The Mermaid's Curse are named as clear endorsements.
  • If you're interested in the developer's perspective on criticism itself — the post's opening half addresses exactly that.

One caveat on timeliness: the featured post carries a July 29, 2026 date, and the excerpt ends mid-sentence, so the full definition of "load-bearing mechanics" and any games discussed later in the piece aren't visible from this page alone.

What Is Chris's Survival Horror Quest?

Chris's Survival Horror Quest is a personal blog by Chris (@c_pruett) about survival horror video game design. Its tagline—"Curses, key cards, and the study of horror video game design"—signals the focus: how horror games are built, especially the recurring design vocabulary of curses, key cards, and the tension systems that define the genre. It is an essay and criticism site, not a news aggregator or store.

What the site covers

The blog treats survival horror as a design discipline. Posts tend to examine why certain games work, where they fall short, and what mechanics carry the experience. A representative example is the "Load-Bearing Mechanic Design" essay, which argues that a game can have excellent art, sound, and programming yet still feel unsatisfying if it lacks mechanics that structurally support the experience—what the author calls load-bearing mechanics.

The site's navigation reflects a long-running catalog of exploration rather than a feed:

  • Fantastic Journey
  • Let's Adventure
  • Indie Darlings and Other Obscurities
  • Not at This Time, Thank You

These sections suggest the "Quest" in the title: an ongoing, curated study of the genre, including indie and lesser-known titles alongside mainstream releases.

Who it's for

The site suits readers who want design-level discussion rather than buying advice: developers, design students, and players interested in why survival horror games feel the way they do. If you want release news, reviews with scores, or a shop, this isn't that. If you want essays that connect specific games to broader design principles—and that are willing to be critical of well-made games for missing structural depth—it is directly relevant.

How to use it

Start with the section that matches your interest: Indie Darlings and Other Obscurities for smaller-team work, Fantastic Journey and Let's Adventure for genre-spanning pieces, and Not at This Time, Thank You for the author's more skeptical takes. Read the "Load-Bearing Mechanic Design" post first if you want the clearest statement of the site's critical lens; it sets up how the author evaluates games elsewhere on the blog.

One caveat: the site is written in English and reflects one developer-critic's perspective, including admitted reluctance to criticize fellow developers. Treat the essays as argued design analysis, not consensus.

What Kinds of Horror Games Does Chris's Survival Horror Quest Cover?

Chris's Survival Horror Quest covers horror games across three overlapping groups: classic survival horror series (Resident Evil, Silent Hill, Fatal Frame), indie and lesser-known titles (Scarlet Deer Inn, Signalis, Paranormasight: The Mermaid's Curse), and games sorted into themed sections such as Fantastic Journey, Let's Adventure, Indie Darlings and Other Obscurities, and Not at This Time, Thank You. The site is a design-analysis blog rather than a review or buying guide, so it's worth reading if you want to understand how horror games are built, not if you want scores or purchase advice.

The Three Broad Categories

Classic Survival Horror Series

The blog treats the established survival horror canon as a reference point. The excerpt names Resident Evil, Silent Hill, and Fatal Frame together, noting that new entries in all three arrived within about six months of each other—something the author frames as unprecedented in roughly 20 years. These series anchor the site's design vocabulary: curses, key cards, resource pressure, and the pacing of fear.

Indie and Obscure Titles

A second strand is small-team work that the author considers high-craft. Named examples include:

  • Scarlet Deer Inn — described as "absolutely lovely"
  • Signalis and Paranormasight: The Mermaid's Curse — cited as games the author would recommend outright

The framing matters: these are discussed as "master class examples of high quality production" made by small teams, not as hidden gems for their own sake.

Themed Sections

The site organizes content under headings that signal scope:

Section What it suggests
Fantastic Journey Narrative- or atmosphere-driven horror
Let's Adventure Adventure-game-adjacent horror
Indie Darlings and Other Obscurities Small-team and overlooked titles
Not at This Time, Thank You Games the author declines to cover or endorse

The last section is a useful signal: coverage is curated, and exclusion is stated rather than implied.

What the Coverage Is Actually For

The blog's stated purpose is "the study of horror video game design," written by a developer (@c_pruett). That shapes what you'll find:

  • Design critique over ratings. The central lens in the excerpt is the idea of "load-bearing mechanics"—mechanics that the game's structure depends on. Games without them are described as short, simple, narrative-focused, and polished, yet ultimately frustrating.
  • Reluctance to pan. The author explicitly says he is loathe to fault fellow developers and has grown uncomfortable criticizing in public. Expect criticism framed as analysis of missed potential, not as takedowns.
  • No buying guidance. There are no prices, store links, or payment signals on the page. Recommendations like Signalis appear as asides, not as a purchase funnel.

Who Should Read It

Read it if you are a developer, designer, or design-curious player who wants to understand why some horror games feel structurally hollow despite strong art and sound. Skip it if you want release-date news, review scores, or a ranked list of games to buy—the site's own framing is that this kind of coverage is "bored" territory the author is deliberately avoiding.

One caveat on scope: the page evidence shows the site's headings and a single long post, so the exact balance of coverage across the four sections isn't documented here. Use the section headings as the map and the individual posts as the detail.

Who Writes Chris's Survival Horror Quest and What Perspective Does the Author Bring?

Chris's Survival Horror Quest is written by Chris (@c_pruett), who approaches horror games from two directions at once: as a longtime player and as an independent game developer. That dual identity shapes nearly everything on the site. Posts tend to evaluate games not only on whether they are scary or fun, but on how they are built, how hard the team's job must have been, and whether the design holds together under scrutiny. The perspective is openly personal and developer-literate rather than neutral consumer review.

The author's dual role

The site's own description frames it as "Curses, key cards, and the study of horror video game design," credited to @c_pruett. The writing confirms the author builds and sells independent games and describes having "a modicum of influence" in the industry. This matters for readers because it explains the recurring angle: games are discussed as products of small teams "punching well above their weight," with respect for the craft even when the conclusion is critical.

How that perspective shows up in the writing

Several habits follow directly from the developer background:

  • Craft-first praise. Strong art, sound design, and "rock-solid programming" are acknowledged before any criticism, because the author knows how hard those are to achieve.
  • Reluctance to criticize peers. The author states plainly that enthusiasm for writing about games has waned because thoughts so often turn into criticisms, and that public complaining feels conflicted now that he is a fellow developer.
  • Frustration framed as missed potential. When a game disappoints, the complaint is usually about design deficiency rather than incompetence—for example, the argument that some polished, narrative-focused titles lack what he calls "load-bearing mechanics."
  • Willingness to dissent. The author notes times when his view landed opposite public opinion, and questions whether he has become "a crotchety old man" yelling about how wrong everyone else is. That self-awareness is part of the voice.

What this means for readers

Expect essay-style analysis and industry observation, not scored reviews or buyer's guides. The author explicitly wonders whether he should write only about games he loved, recommend specific titles, or produce retrospectives—and admits he finds that last format boring. The result is a site where the argument and the design reasoning are the point.

If you want straightforward recommendations, this is a weaker fit. If you want to understand why a well-made horror game can still feel unsatisfying, or how a developer judges another team's work with sympathy rather than scorecards, the author's position is exactly the value. Read individual posts as one developer's reasoned opinion, shaped by firsthand production experience, rather than as consensus criticism.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 1999, this domain has about 27 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The lowest TTL is 60 seconds, supporting rapid record changes at the cost of more frequent lookups. Nameservers are provided by dreamhost.com, indicating managed DNS hosting. No CNAME was found; the observed records resolve directly to addresses. No MX record was found. A conventional explicit inbound-mail route is not configured. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. The Server header identifies Apache without an exact version. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies WordPress 7.1.3, jQuery, Apache, with exact versions exposed for 1 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

The title has 155 characters and may be truncated in search results. No homepage meta description was detected, leaving snippet selection more dependent on page text. The Generator tag identifies WordPress 7.1.3, making the publishing system easier to fingerprint. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. No Open Graph metadata was detected, so social previews may depend on platform inference.

Hosting and Email

DNSdreamhost.com
HostingNew Dream Network, LLC
EmailUnknown
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagAshburn, Virginia, United States Inferred 173.236.195.245

Registration details

RDAP / WHOIS

RegistrarNetwork Solutions, LLC
Registered1999-09-19
Expires2027-09-19
Domain statusclient transfer prohibited
Nameserversns1.dreamhost.com、ns2.dreamhost.com、ns3.dreamhost.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Ahorror.dreamdawn.com173.236.195.24560—
NSdreamdawn.comns1.dreamhost.com14400—
NSdreamdawn.comns2.dreamhost.com14400—
NSdreamdawn.comns3.dreamhost.com14400—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectwww.horror.dreamdawn.com
IssuerLet's Encrypt
Valid until2026-11-28T08:34 · Remaining when checked: 37 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=UTF-8
cache-controlmax-age=600
serverApache

Identified technologies

WordPress 7.1.3jQueryApache

Pages, Search and Sharing

Meta descriptionNot detected
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

Unknown

All bots 0 allowed · 8 disallowed
  • Disallow/admin/
  • Disallow/includes/
  • Disallow/config/
  • Disallow/logs/
  • Disallow/backup/
  • Disallow/.env
  • Disallow/wp-admin/
  • Disallow/wp-includes/
  • IntervalCrawl delay 10 seconds

No sitemaps found

User reviews (0)

  • No reviews yet.