r/HorrorGames • • 15h ago

Video THE USUAL, PLEASE | A short horror cooking game

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1 Upvotes

We’re finally announcing our first game!

THE USUAL, PLEASE 🍔

A short horror cooking game set on a foggy 1970s harbour pier.

Cook burgers, spot the drowned among your customers, and uncover the truth behind your uncle’s mysterious death.

Wishlist THE USUAL, PLEASE on Steam! 👇🏻
https://store.steampowered.com/app/5394070/The_Usual_Please/


r/HorrorGames • • 22h ago

Question What's the scariest way to play

0 Upvotes

I'm making a 1v5 asymmetrical horror game and I want to know what's the scariest way to play. Such as camera angles, graphics?

I was thinking of making it a body cam style but I don't feel like that will add to the horror


r/HorrorGames • • 14h ago

Video Buried Apparition | Atmospheric folk horror gameplay — built using film storytelling techniques

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2 Upvotes

This is gameplay preview of Buried Apparition, a first-person psychological folk horror game.

I’m a filmmaker with 10 years of experience as cinematographer, writer and director. I switched to indie game development and taught myself coding to build this project.

My goal is to bring cinematic language — shot framing, tension pacing, subtle environmental storytelling — into an interactive horror experience. You play as a paranormal vlogger; your camera captures things invisible to your naked eye.

Free demo available on Steam: https://store.steampowered.com/app/4991870/_/

Curious what you think about how cinematic pacing lands inside a horror game.

#BuriedApparition #IndieHorror #PsychologicalHorror #AtmosphericHorror


r/HorrorGames • • 14h ago

Discussion 10 years as a film cinematographer & director → indie dev: how I’m translating film language into horror game design

2 Upvotes

https://youtu.be/XMI8LuI5BLY

Hey r/HorrorGames,

For the last 10 years I’ve worked in film as a cinematographer, writer and director. My whole career has been about crafting dread with framing, pacing, sound and silence — controlling exactly what the audience sees, when they see it, and how long they have to sit with the quiet before something breaks.

Last year I stepped away from film to go solo as an indie game dev. Taught myself coding, spent months wrapping my head around engine work, and started building Buried Apparition — a first-person psychological horror game set in an abandoned mountain inn in rural China.

My core goal from day one wasn’t just to make a “scary game”. It was to translate the cinematic horror language I’d spent a decade working with, into an interactive medium. Not just cutscenes — the whole experience.

I’ve been approaching it from three directions:

1. Pacing as tension, not just jump scares In film you control every second of the audience’s attention. You hold a quiet shot just long enough that the audience starts leaning forward, then you either release it or pull the rug out. In a game, the player controls how fast they walk, where they look, how long they linger in a hallway. So I’ve been building pacing into the level design itself — long empty corridors that force slow progression, moments of complete silence where even the ambient sound drops out, and small environmental cues that pull the player forward at the right speed. Jump scares aren’t the point. They’re just punctuation — a rare, earned release after long stretches of building pressure. I use them sparingly, and only when they serve the rhythm of the scene, not just to startle.

2. Framing that guides without forcing In cinematography you use doorways, hallways, light and shadow to naturally draw the eye where you want it. You don’t yell “LOOK HERE”. You compose the shot so the audience looks there on their own. I’ve carried that into level and environment design. Framing shots through door frames, using shadow to obscure half the room, using light to pull the player toward a key detail — all without breaking the first-person perspective or shoving a cutscene in their face. Even the core vlogging mechanic, where you raise a camera to film, is built around letting the player compose their own shots — while the environment itself is laid out to reward cinematic framing.

3. Visual storytelling over exposition In film you never have a character say what you can show them with a prop, a shadow, or a reaction shot. I’ve carried that rule straight into the game. Most of the backstory and lore isn’t told through dialogue or notes. It’s in how a room is left, what’s missing from a frame, what appears in your recorded footage that wasn’t there when you filmed it. The player puts the story together themselves, and that makes the dread feel personal.

The biggest challenge so far? In film you have total control. In a game you give half that control to the player. Finding that balance — guiding the experience without making the player feel railroaded — is what I’ve spent the most time iterating on.

The free demo is live on Steam right now, and it’s basically a full test of all these ideas. If anyone has time to check it out, I’d genuinely love to hear what lands and what doesn’t.
🎮 Play the free demo: https://store.steampowered.com/app/4991870/_/

I also wanted to open this up for discussion: What horror game do you think actually nails “cinematic” design without feeling like a walking movie? What’s a moment in a horror game that felt like perfectly directed filmmaking, but still felt like you were in control?

As a solo dev still learning this medium, every takeaway is gold. Thanks everyone.

#BuriedApparition #IndieHorror #PsychologicalHorror #SoloDev #AtmosphericHorror #GameDesign


r/HorrorGames • • 20h ago

My game launches in 14 Days :)

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124 Upvotes

My horror game is 14 days away from launch, and I am feeling quite anxious about that day, but there's no going back now! :)


r/HorrorGames • • 17h ago

Nobody asked for a horror game about grief, clowns and a very bad mushroom trip, but here we are.

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10 Upvotes

This was supposed to be a 3 month project. Somehow, it's been 18 months.

Bad Trip is about a guy who can't deal with his grief, takes mushrooms, and gets thrown into a world that starts confusing, gets terrifying, and eventually finds out it was just a joke.

Along the way, you get to explore some pretty unreal environments and meet a few cuties.

I've been working on this thing for way too long, so I figured I'd share a bit of it here.


r/HorrorGames • • 18h ago

I'm still trying to turn my nightmares into a game.

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185 Upvotes

r/HorrorGames • • 20h ago

Some reds and blues from Greek Tragedy

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14 Upvotes

r/HorrorGames • • 20h ago

News Dark Fishing Adventure Dreadmoor Reels in November Steam Early Access Launch, Demo Available Now

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3 Upvotes

r/HorrorGames • • 21h ago

I am really enjoying Townfall but...

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2 Upvotes

r/HorrorGames • • 16h ago

Video this is the result of making a horror game on PURPLE MASH of all things

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3 Upvotes

r/HorrorGames • • 1h ago

Video I finally launched my steam page of my co-op horror game where you get hunted by your crops.

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• Upvotes

r/HorrorGames • • 7h ago

Video I'm making a retro PSX survival horror game set during a residential quarantine in 1999 China. What do you think of the atmosphere?

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4 Upvotes

r/HorrorGames • • 10h ago

Free Game GRAVE SHIFT - The dread of Survival Horror, the chaos of a Roguelike

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6 Upvotes

GRAVE SHIFT is Resident Evil meets hades. I wanted a game with the tension of Survival Horror and the replayability of a Roguelike, but couldn't find anything on the market.

A year and a half later, I'm releasing GRAVE SHIFT for FREE on Steam on October 27.

Wishlist it now: graveshift.cc/list


r/HorrorGames • • 1h ago

A survival horror game set in a quaint little town. The entire town available for you to explore. What do you think?

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• Upvotes