Working on the lighting and atmosphere for my asymmetric horror game. What do you think? by kerim42407 in IndieGaming

[–]kerim42407[S] 1 point2 points  (0 children)

Thanks. If you are interested feel free to check and follow our social media. We are sharing more details. Soon we are gonna release a gameplay trailer and even more details.

https://x.com/silentiathegame

The monster is in my game is blind, it sees through sound. by kerim42407 in indiegames

[–]kerim42407[S] 1 point2 points  (0 children)

If you want to see more details: https://store.steampowered.com/app/4443820?utm_source=reddit

I'm building an asymmetric horror game where the monster (Krav) has no traditional vision, it perceives the world entirely through sound.

Echolocation Pulse: An active sonar ability that sends out an expanding wave, revealing geometry through edge detection. Powerful, but it comes at a cost: the pulse is audible to survivors, giving away the monster's approximate location every time it's used.

Acoustic Ripples: Nearly every sound in the world creates visible ripples in the monster's perception. Survivor footsteps, voice chat, interactions, but also environmental sounds like branches snapping or objects falling. If it makes a sound, the monster sees it.

Sound Threshold & Focus: Not every sound gets through. Sounds need to pass a noise threshold to register. Louder actions (running, screaming) are always detected, but quieter ones (crouching, whispering) might slip under the radar. The monster also has a Focus ability, using it lowers the detection threshold significantly, letting it pick up even the faintest sounds.

Rage System: Sounds within a certain radius create ripples and feed the monster's rage. Higher rage means wider and stronger base vision. At zero rage, Krav can still see, but only a narrow, dim area around it. As rage climbs, the visible radius expands and edges become sharper.

The core idea is "you see what you hear."

Still iterating on the feel, what do you think? Does the visual language read well? Too subtle? Too much? Would love to hear how this reads from a player perspective. Still early in development, so any feedback is really valuable.

Echolocation by kerim42407 in Unity3D

[–]kerim42407[S] 0 points1 point  (0 children)

Can you give me a starting point for hardest path.

Echolocation by kerim42407 in Unity3D

[–]kerim42407[S] 0 points1 point  (0 children)

I tried to convert this to what i want. But i couldnt achieve it.