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I wanted to make night as authentically oppressive as possible to punish bad habits inculcated by years of games pretending that night is just desaturated day with a blue filter. It has unfortunately, intentionally made it extremely difficult to test nocturnal events. #gamemaker
28,338 views • 1 year ago •via X (Twitter)
11 Comments

I love this! We took a similar stance in Unto. Without a torch (which can be lost and/or supplies used up to recraft) areas of the game are extremely dark. This was inspired by our time walking through pitch black lava tubes. Real dark is suffocating and for me at least fear and wild-imagination -inducing. We did however add a way to "see" without a torch. It involved hitting your sword against stone walls or ground. It would generate sparks and illuminate an area around the impact zone for a few seconds. In this way you could sort of "light locate" (inspired by echolocation) your way around. @guybrushspace also built an entire "fear of the dark" audio-scape which simulated the father's internal fear of what might be lurking in the dark. The players that found it, love it. Others, not so much :).

Yeah the feeling of suffocation is a really apt way to describe it. Using sparks as illumination is very cool as well, love stuff like that. There's also a fear-based audio system in this game too actually! It's tied to a different set of stats, but functions with similar intent.

I love how the smears on the computer screen becomes more of a focal point than what attempts to be displayed It reminds me of sunny days where I'm trying conserve battery on my phone by dimming it to a point where seeing my own reflection makes me forget what I'm even doing

The night light is such a nice touch. Each clip of this game makes me more and more excited!

Have trouble falling asleep or getting a good night's rest? Wish you could turn off your racing thoughts like pressing a button? Don't compromise on your rest—take these steps to sleep better and wake up refreshed. #BetterSleep #RestWell #Sleep

wanted to ask, did VanderMeer Southern Reach Series been inspiration for game?

Not initially, no. A lot of the similarities are more coincidental than anything, although when I became aware of VanderMeer's work, I definitely looked into it for further inspiration. Past the initial premise though this game diverts pretty heavily from Southern Reach's vision.

that watch feature goes crazy! i am terrified of this

This is wild shit

love this

Reminds me of how unnerving silent hill (ps1) is when it suddenly goes dark after leaving the teacher’s house through the backdoor That darkness was oppressive and this demo conveys it just like that


