#indiegame#horrorgame#horror Ghostmirror - NOW AVAILABLE! - The Harrow family vanished after acquiring an antique mirror. Conduct a paranormal investigation in their home and banish the entity before it fully crosses into our world https://t.co/ezvifcLPWe
#indiedev#atmospheric#gamedev#horror#horrorgames#gaming_news Dead Faces a psychological horror inspired by Jacobs Ladder 1990 - Unravel Jack's mind, the faces from his past and the ultimate truth behind his actions - Demo Available on Steam! https://t.co/beZNky3nlD
I can’t tell you how many times I got jumped scared in this game demo! I absolutely loved it and can’t wait for the full game release!
Game : Dead Faces a fractured mind by @AzaGameStudio
Full game demo on my YouTube
https://t.co/iyt6HAeGSY
#horrorgame#psychologicalhorror
Project Songbird version 1.1.1 is live!
This includes
- Improvements to bullet trajectory logic
- Enemy behavior improvements
- Animation fixes
And more!
Be sure to check out this psychological horror journey today on PC, PS5, and Xbox 🐦⬛🪓
#GamingNews#horrorgames#gaming
Woke up to a huge spike in wishlists today… not complaining at all 😅
If you’ve been checking out the game lately, I appreciate you more than you know.
Comes on Friday! https://t.co/n0o93JxC6l
#horror#horrorgaming
This is the smartest horror game design I've seen in years, and the reason is counterintuitive.
Every horror game since Resident Evil has solved the same problem the same way: give the player a weapon so they feel safe, then take it away at key moments. Safety → removal → fear. It works, but your brain adapts fast.
Perceptum inverts the entire loop. Your only tool is a mirror that forces you to look at the thing you're afraid of. The mechanic that progresses the game is the mechanic that terrifies you. You can't advance without choosing to be scared.
The "close your eyes" mechanic is even better. In every other horror game, closing your eyes would be a defensive move. Here it strips your vision and makes you rely on sound, which your brain processes with far less spatial precision. You trade one vulnerability for a different one. There's no safe state.
Two developers built this. The entire AAA horror industry has 200-person teams trying to solve player desensitization, and two guys just solved it by removing the weapon entirely.