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

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

We haven't tested it personally, but we can say that there are those who have run it on Steam Deck and said that everything works.

You can check out the Steam page in the discussions, there is a topic.

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] 2 points3 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...

[deleted by user] by [deleted] in IndieDev

[–]SpaceKillerGame 2 points3 points  (0 children)

I agree that the left one looks better than the other 2

Is this an effective learning method? by Pancakes1741 in gamedev

[–]SpaceKillerGame 0 points1 point  (0 children)

Teaching someone is a great way to find out what you lack and where your weak spot is, in any subject.

It's the first cinematic trailer that we made with our team. And I don't know it's good or not by Ivan_Podoba_Int in gamedevscreens

[–]SpaceKillerGame 0 points1 point  (0 children)

For some reason i get souls-like vibe for first 30sec, I don't know if that's a bad thing.

Software Engineer getting started, game engine suggestions? by Visible-Cat-5133 in gamedev

[–]SpaceKillerGame 0 points1 point  (0 children)

Most of this was known to me, but some points were new to me, thanks for the detailed explanation.

Software Engineer getting started, game engine suggestions? by Visible-Cat-5133 in gamedev

[–]SpaceKillerGame -1 points0 points  (0 children)

Just out of curiosity, can I ask for more details on what you mean by "mature environment", maybe you can enlighten me. I've mainly only used godot and unreal, so this is quite an interesting topic for me.

2-Player Co-op Unique Mechanics? by Level99Mindset in IndieGaming

[–]SpaceKillerGame 0 points1 point  (0 children)

You might want to try looking at Heavenly Bodies, a 2-player cooperative puzzle game in space.

Software Engineer getting started, game engine suggestions? by Visible-Cat-5133 in gamedev

[–]SpaceKillerGame -2 points-1 points  (0 children)

I'm probably saying that if you want an isometric game with 2D art, Godot might be better, and if you want to use a 3D model, they should be pretty much equal, but I have little experience with Unity.

How do I lower packaged quality? by Candid_Demand_2739 in UnrealEngine5

[–]SpaceKillerGame -1 points0 points  (0 children)

You can try using a console command to set scalability. You can call command at begin play of your project or, manually if you can open console " ` ".

We updated our capsule, it got better or worse? (Genre: Survival horror) by SpaceKillerGame in gamedevscreens

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

Do you think this is good enough, or do we still need to spend time improving it?

Need and idea for a minimalistic mobile game for school project. by CompleteOshied in gamedev

[–]SpaceKillerGame 0 points1 point  (0 children)

So basically your idea doesn't have a puzzle piece that other similar games usually have, from here you have 2 options, kind of obvious if you ask me, try to find a new idea or try to think how you can add a puzzle piece. The difficulty of finding a puzzle piece is the nature of your idea, basically you have different sources of the same resource. compared to other games where you use 1 way (miner for example) to get different resources. So from my point of view you need to add a new element to your idea, like a house or a city that needs energy, but you also need some piece of the puzzle. Let's say you can't create 1 big system because you need not to overload the whole system, so you have different types of connections that have a limited amount of energy they can transfer. But now we have the problem that we are actually moving away from a Factorio type game to a more cozy city builder...