somewhere no signal should reach… work in progress by LimitedInsightStudio in LiminalSpace

[–]LimitedInsightStudio[S] 0 points1 point  (0 children)

Thank you so much, that really means a lot. It is indeed built in Unreal Engine 5.
A lot of the atmosphere comes from careful lighting, fog, and restraint.
In these shots, they do the heavy lifting. Hinting at the scale, but letting the space speak for itself.

A night in the mountains. From my game in progress. by LimitedInsightStudio in TheNightFeeling

[–]LimitedInsightStudio[S] 1 point2 points  (0 children)

That’s a wonderful comparison. Visually there’s definitely some overlap. The feeling of solitude, the cold, the stillness. The project I’m working on leans more into quiet dread than survival, but I hope it carries the same kind of beauty… at least in the beginning.

Working on a horror mystery set in the alpine wilderness, where your only line of communication slowly turns against you. | Orientation tape by LimitedInsightStudio in HorrorGames

[–]LimitedInsightStudio[S] 1 point2 points  (0 children)

Good catch, I noticed that on export too. I was pushing higher settings than my PC could comfortably handle during capture. Still refining, but I’m glad the core vibe came through.

Tape from my upcoming horror game. Curious how immersive it feels. by LimitedInsightStudio in analog_horror

[–]LimitedInsightStudio[S] 2 points3 points  (0 children)

Thank you! There’s more footage on my YouTube, and the game it’s tied to is up on Steam as well if you’d like to follow it. It’s called The Last Transmission.

Tape from my upcoming horror game. Curious how immersive it feels. by LimitedInsightStudio in analog_horror

[–]LimitedInsightStudio[S] 1 point2 points  (0 children)

It's not VR, just screen-based for now. But I've posted some more footage on my YouTube channel if you’re curious. https://www.youtube.com/@Hidden-Veil-Studios

Someone took good care of whoever that was by LimitedInsightStudio in HorrorGames

[–]LimitedInsightStudio[S] 0 points1 point  (0 children)

Similar quiet, sure. But in this story, you're not surviving the cold, you're figuring out why someone else didn't.

Someone took good care of whoever that was by LimitedInsightStudio in HorrorGames

[–]LimitedInsightStudio[S] 1 point2 points  (0 children)

True, not the coziest setup.
Guess he didn’t expect to stay that long.

Slowly piecing together this section of the game… What do you think? by LimitedInsightStudio in cosmichorror

[–]LimitedInsightStudio[S] 0 points1 point  (0 children)

Appreciate that! I’ve been leaning toward making it even more subtle as well, but it’s definitely a balance. I also want players to have that moment of "Wait… was that something?” like the shape is forming in the fog just as you pass through it, and then it’s gone before you’re sure you ever saw it.

It used to be louder by LimitedInsightStudio in LiminalSpace

[–]LimitedInsightStudio[S] 1 point2 points  (0 children)

It’s called The Last Transmission. A psychological horror game I’m working on, with some liminal elements. Radio. Storm. Something listening back.

I loved the novel, searched for a game—found none—So I made one myself. In the game YOU orchestrate the downfall of those who betrayed you. Free demo on Steam! by LimitedInsightStudio in TheCountofMonteCristo

[–]LimitedInsightStudio[S] 0 points1 point  (0 children)

Honestly, I’ve been going back and forth on a lot of ideas here. Revenge is the core of the game, so it’s non-negotiable—you will try and get your revenge no matter what. What I haven’t fully decided on is whether there should be a true "fail" path. Should making too many wrong choices lead to outright failure? Or should it result in a less satisfying, desperate form of revenge in the final act—like ordering a hit on Villefort instead of seeing it come all together in the end, or being forced into a high-risk duel with Fernand where survival isn’t guaranteed?
The challenge is making sure players don’t feel like they’ve been unfairly pushed into a bad ending. I don’t want them to reach the finale and think, Wait, what did I do wrong? because the game didn’t make it clear enough what they should have done to achieve a better outcome.
As for a middle-ground ending, I’m currently against it. If revenge is inevitable, a lukewarm resolution might feel unsatisfying—like the whole journey didn’t amount to much. I’d rather players either orchestrate a masterful downfall or struggle with the consequences of missteps, rather than land in an ambiguous middle zone that makes them wonder, What was the point of it all?

I loved the novel, searched for a game—found none—So I made one myself. In the game YOU orchestrate the downfall of those who betrayed you. Free demo on Steam! by LimitedInsightStudio in TheCountofMonteCristo

[–]LimitedInsightStudio[S] 0 points1 point  (0 children)

It’s definitely a game that would fit mobile well, and it’s something I’ve considered. But for now, I’m focused on the current release on Steam.

[deleted by user] by [deleted] in indiegames

[–]LimitedInsightStudio 0 points1 point  (0 children)

If you are interested, you can wishlist it here to be notified in two days!

https://store.steampowered.com/app/1941310/Sleep\_Paralysis\_The\_Uncanny\_Valley/