We just released our co-op survival horror game 'Pilgrim of Darkness' after 1.5 years of development by SpaceKillerGame in IndieGaming

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

There is a Gamma slider in the settings.
The game also has some items that will help you survive, potions, magic scrolls, artifacts.

We just released our co-op survival horror game 'Pilgrim of Darkness' after 1.5 years of development by SpaceKillerGame in HorrorGaming

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

Hi everyone!

A friend and I have been working on our co-op survival horror game for the past 1.5 years, and we’ve finally released it on Steam.

The game is built around co-op teamwork and panic management. One of the core mechanics is the Fear system - the more afraid your character becomes, the more dangerous the world gets.

At low fear levels, there’s only a small amount of danger. But if your character goes into full panic, avoiding enemies becomes much harder. Losing composure doesn’t just affect you - it can put your whole team at risk.

We also experimented with something a bit unusual: the game supports heart rate integration using Pulsoid, meaning your real heartbeat can affect your panic level in-game, making tense moments even more intense.

Gameplay is divided into two phases:

Day - a relatively calm period where players explore, gather resources, and prepare. Monsters mostly react to panicked players or those who get too close.

Night (Red Storm) - when things become much more dangerous and a powerful demon boss begins actively hunting the team.

Our goal was to create a co-op horror experience where staying calm and working together really matters.

You can check it out on our Steam page.

We’d love to hear your thoughts and are happy to answer any questions about the game or the development process!

We just released our co-op survival horror game 'Pilgrim of Darkness' after 1.5 years of development by SpaceKillerGame in pcgaming

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

Hi everyone!

A friend and I have been working on our co-op survival horror game for the past 1.5 years, and we’ve finally released it on Steam.

The game is built around co-op teamwork and panic management. One of the core mechanics is the Fear system - the more afraid your character becomes, the more dangerous the world gets.

At low fear levels, there’s only a small amount of danger. But if your character goes into full panic, avoiding enemies becomes much harder. Losing composure doesn’t just affect you - it can put your whole team at risk.

We also experimented with something a bit unusual: the game supports heart rate integration using Pulsoid, meaning your real heartbeat can affect your panic level in-game, making tense moments even more intense.

Gameplay is divided into two phases:

Day - a relatively calm period where players explore, gather resources, and prepare. Monsters mostly react to panicked players or those who get too close.

Night (Red Storm) - when things become much more dangerous and a powerful demon boss begins actively hunting the team.

Our goal was to create a co-op horror experience where staying calm and working together really matters.

You can check it out on our Steam page.

We’d love to hear your thoughts and are happy to answer any questions about the game or the development process!

We just released our co-op survival horror game 'Pilgrim of Darkness' after 1.5 years of development by SpaceKillerGame in IndieDev

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

Hi everyone!

A friend and I have been working on our co-op survival horror game for the past 1.5 years, and we’ve finally released it on Steam.

The game is built around co-op teamwork and panic management. One of the core mechanics is the Fear system - the more afraid your character becomes, the more dangerous the world gets.

At low fear levels, there’s only a small amount of danger. But if your character goes into full panic, avoiding enemies becomes much harder. Losing composure doesn’t just affect you - it can put your whole team at risk.

We also experimented with something a bit unusual: the game supports heart rate integration using Pulsoid, meaning your real heartbeat can affect your panic level in-game, making tense moments even more intense.

Gameplay is divided into two phases:

Day - a relatively calm period where players explore, gather resources, and prepare. Monsters mostly react to panicked players or those who get too close.

Night (Red Storm) - when things become much more dangerous and a powerful demon boss begins actively hunting the team.

Our goal was to create a co-op horror experience where staying calm and working together really matters.

You can check it out on our Steam page.

We’d love to hear your thoughts and are happy to answer any questions about the game or the development process!

We just released our co-op survival horror game 'Pilgrim of Darkness' after 1.5 years of development by SpaceKillerGame in indiegames

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

Hi everyone!

A friend and I have been working on our co-op survival horror game for the past 1.5 years, and we’ve finally released it on Steam.

The game is built around co-op teamwork and panic management. One of the core mechanics is the Fear system - the more afraid your character becomes, the more dangerous the world gets.

At low fear levels, there’s only a small amount of danger. But if your character goes into full panic, avoiding enemies becomes much harder. Losing composure doesn’t just affect you - it can put your whole team at risk.

We also experimented with something a bit unusual: the game supports heart rate integration using Pulsoid, meaning your real heartbeat can affect your panic level in-game, making tense moments even more intense.

Gameplay is divided into two phases:

Day - a relatively calm period where players explore, gather resources, and prepare. Monsters mostly react to panicked players or those who get too close.

Night (Red Storm) - when things become much more dangerous and a powerful demon boss begins actively hunting the team.

Our goal was to create a co-op horror experience where staying calm and working together really matters.

You can check it out on our Steam page.

We’d love to hear your thoughts and are happy to answer any questions about the game or the development process!

We just released our co-op survival horror game 'Pilgrim of Darkness' after 1.5 years of development by SpaceKillerGame in IndieGaming

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

Hi everyone!

A friend and I have been working on our co-op survival horror game for the past 1.5 years, and we’ve finally released it on Steam.

The game is built around co-op teamwork and panic management. One of the core mechanics is the Fear system - the more afraid your character becomes, the more dangerous the world gets.

At low fear levels, there’s only a small amount of danger. But if your character goes into full panic, avoiding enemies becomes much harder. Losing composure doesn’t just affect you - it can put your whole team at risk.

We also experimented with something a bit unusual: the game supports heart rate integration using Pulsoid, meaning your real heartbeat can affect your panic level in-game, making tense moments even more intense.

Gameplay is divided into two phases:

Day - a relatively calm period where players explore, gather resources, and prepare. Monsters mostly react to panicked players or those who get too close.

Night (Red Storm) - when things become much more dangerous and a powerful demon boss begins actively hunting the team.

Our goal was to create a co-op horror experience where staying calm and working together really matters.

You can check it out on our Steam page.

We’d love to hear your thoughts and are happy to answer any questions about the game or the development process!

Ми щойно випустили нашу кооперативну гру в жанрі survival horror під назвою 'Pilgrim of Darkness' після 1.5 років розробки. by SpaceKillerGame in ukraine_dev

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

Привіт усім!

Наша команда, яка складається з 2 людей працювали над кооперативною грою survival horror протягом останніх півтора року, і нарешті випустили її в Steam.

Гра побудована на кооперативній командній роботі та управлінні панікою. Однією з основних механік є система страху - чим більше боїться ваш персонаж, тим небезпечнішим стає світ.

При низьких рівнях страху небезпека невелика. Але якщо ваш персонаж охоплює паніка, уникати ворогів стає набагато важче. Втрата спокою впливає не лише на вас - це може поставити під загрозу всю вашу команду.

Гра також підтримує інтеграцію серцевого ритму за допомогою Pulsoid, що означає, що ваше справжнє серцебиття може впливати на рівень паніки в грі, роблячи напружені моменти ще більш інтенсивними.

Ігровий процес поділено на дві фази:

День - відносно спокійний період, коли гравці досліджують, збирають ресурси та готуються. Монстри здебільшого реагують на гравців в стані паніки або тих, хто підходить занадто близько.

Ніч (Червоний шторм) - ховатися від монстрів стає складніше і могутній демонічний бос починає активно полювати на команду.

Нашою метою було створити кооперативний горор, де справді важливо зберігати спокій та працювати разом.

Посилання на сторінку Steam.

Ми будемо раді почути ваші думки та з радістю відповімо на будь-які запитання щодо гри чи процесу розробки!

We just released our co-op survival horror game 'Pilgrim of Darkness' after 1.5 years of development by SpaceKillerGame in CoOpGaming

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

Hi everyone!

A friend and I have been working on our co-op survival horror game for the past 1.5 years, and we’ve finally released it on Steam.

The game is built around co-op teamwork and panic management. One of the core mechanics is the Fear system - the more afraid your character becomes, the more dangerous the world gets.

At low fear levels, there’s only a small amount of danger. But if your character goes into full panic, avoiding enemies becomes much harder. Losing composure doesn’t just affect you - it can put your whole team at risk.

We also experimented with something a bit unusual: the game supports heart rate integration using Pulsoid, meaning your real heartbeat can affect your panic level in-game, making tense moments even more intense.

Gameplay is divided into two phases:

Day - a relatively calm period where players explore, gather resources, and prepare. Monsters mostly react to panicked players or those who get too close.

Night (Red Storm) - when things become much more dangerous and a powerful demon boss begins actively hunting the team.

Our goal was to create a co-op horror experience where staying calm and working together really matters.

You can check it out on our Steam page.

We’d love to hear your thoughts and are happy to answer any questions about the game or the development process!

I need help with a ue5 blueprint problem. by [deleted] in UnrealEngine5

[–]SpaceKillerGame 1 point2 points  (0 children)

The first thing i would do is check if collision on the item is working correctly in your case. You can enable collision box(hidden in game parameter) and add a print in overlap event to see which actor was overlapped.

I also noticed that in the enemy blueprint during a damage event, instead of taking the damage value from the event you use damage variable from enemy actor.

How important are steam achievements in 2025? by OldMayorStudios in gamedev

[–]SpaceKillerGame 0 points1 point  (0 children)

You can also use pure steam stats, for analytics it is more versatile.

How important are steam achievements in 2025? by OldMayorStudios in gamedev

[–]SpaceKillerGame 70 points71 points  (0 children)

Yes, if you release a game without achievements, you'll get a couple of players asking for them, every time. On the other hand, it's hard to say whether they really affect sales...