Torghast builds on the notions of torture and sin and tries to emote a horror vibe with spikes and damned denizens in eternal suffering. But it doesn't follow the guidelines of horror in fiction.
First and foremost, when you are writing horror in Hollywood, its all about tight frames, closeup shots, and trying to trigger claustrophobia. In a way, horror IS claustrophobia. Take for example Jurassic Park. In the first part of the film, Dr. Grant and his team meet friendly dinosaurs, and its mostly in wide open spaces with clear sightlines. Think of the huge long boi they meet while in a jeep: its on a grassy plain and you can see for miles. The human brain interprets this as a safe place because you can see exits and there's lots of them. When the film turns to horror later on, its ALL about feeling trapped. For example, the two kids in the jeep with a huge Rezan lurking outside. Or two kids trapped in a tiny kitchen with raptors coming in. Or at the end with everyone trapped under a dinosaur skeleton and raptors closing in.
Torghast is all wide open raid-style rooms with clear sightlines for miles. You can clearly see what's ahead. Torghast shouldn't *feel* like that. It should feature resticted areas, closed spaces, a sense of feeling trapped. Something like Waycrest Manor works in this regard. Instead, Torghast mostly feels like the wide open world in the early scenes of Jurassic Park. It doesn't trigger claustrophobia. You don't feel scared.
Secondly, you want to create the feeling of the unknown. Misty areas, with deep think fog, maybe only a pair of eyes. Not being able to clearly see your enemy also generates fear. But again, the rooms are actually too bright, well lit, with clear sight lines and areas to escape. It fails to generate the sense of horror it needs without mystery.
Overall it feels like they designed a cheap raid instance with no concern of asthetics.