r/HorrorGames • • 15h ago

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

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169 Upvotes

r/HorrorGames • • 17h ago

My game launches in 14 Days :)

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114 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 • • 7h ago

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

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5 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 • • 4h 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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3 Upvotes

r/HorrorGames • • 14h 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 • • 17h ago

Some reds and blues from Greek Tragedy

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11 Upvotes

r/HorrorGames • • 1d ago

Image Working on my own game! NSFW

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168 Upvotes

On my free time i do some concepts and dev work for my personal IP! this what i've made so far, do you think it looks promising? i'm already working on the gameplay mechanics


r/HorrorGames • • 11h ago

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

3 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 • • 11h 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 • • 13h 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 • • 10h ago

New horror game?! Spoiler

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1 Upvotes

r/HorrorGames • • 23h ago

Discussion Fog automatically makes a game 40% creepier, doesn't it?

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8 Upvotes

No idea why this works on me every single time.
Saw Trainwatch recently and a lonely railway crossing + fog + rain + night shift is basically enough to make me uncomfortable already.


r/HorrorGames • • 17h ago

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

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3 Upvotes

r/HorrorGames • • 11h ago

Video i think i cooked up a better horror game in purple mash

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1 Upvotes

r/HorrorGames • • 12h 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 • • 21h ago

Discussion Excuse me devs, why doesn’t this movie have a video game???

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6 Upvotes

This movie is a gold mine for a game dev looking out for making a new survival horror game.

Everything is read to make the game, the story, the aesthetics, even a lot of the game mechanics.

So, the story is, aliens invade London and the boys and the girls of London try to protect it. Somehow, most adults are dead because the aliens find and kill them first.

The kids use anything as weapons, guns, pans, swords, and fireworks, just like in the movies.

The movie has parkour, bile riding, etc, JUST LIKE DYING LIGHT!!!

Then, you have Hi-hatz for weapon upgrades, the nurse, Sam, for health upgrades, Brewis, the scientist, for learning about aliens and gears. What else do you want?

Obviously, the two easy choices for making the game are Naughty Dog or the devs that made Dying Light.

Just do it bruv, believe. It’s gonna be a hit, trust.


r/HorrorGames • • 1d ago

Video My round-based zombie shooter inspired by Killing Floor and COD Zombies has a free demo now

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11 Upvotes

Free demo on Steam: https://store.steampowered.com/app/3680170/Mortuus/

It's called Mortuus. 1 to 4 players, a new map every run, and a boss hidden behind an Easter egg. It's more action than scary, I'll be honest. What do you think?


r/HorrorGames • • 1d ago

ILL

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235 Upvotes

Who excited for this game i think i been follow this game long time ago i am so excited hoping they release next year


r/HorrorGames • • 18h ago

I am really enjoying Townfall but...

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2 Upvotes

r/HorrorGames • • 1d ago

Video S.O.N (Just launched on PS5

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4 Upvotes

It’s been 7 years since I released this game in 2019 (even won an epic games grant at the time!).

Since then I’ve had a child, got married and now going on my 5th year in AAA. I went back, updated it entirely to fit the vision I had back then but had no idea how to make.

It’s $4.99 on the PS Store but would love to toss around some codes to yall.

Let me know what you think!


r/HorrorGames • • 19h 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 • • 1d ago

Image My Heather cosplay from Silent Hill 3!

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132 Upvotes

r/HorrorGames • • 21h ago

Video Keysaster OUT NOW!!

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1 Upvotes

If you're interested, feel free to check out my Steam page!
https://store.steampowered.com/app/4519510/Keysaster/


r/HorrorGames • • 1d ago

Discussion I’ve been working on my game for a while and finally got a DEMO together. Would love to hear your thoughts!

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13 Upvotes

I’ve been working on THREE LAMBS for a while and recently put together a demo. If anyone’s interested in checking it out, I’d appreciate hearing your thoughts or feedback.

It’s available on Steam.

https://store.steampowered.com/app/5126690/Three_Lambs_Demo/


r/HorrorGames • • 1d ago

Video We are making an unsettling horror game where you are trapped in a room, forced to produce time and blood

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27 Upvotes

Hey r/HorrorGames!

My co-dev and I have been building Click Clock. It is an experimental 1st-person horror game built around an unsettling premise: you are trapped inside an isolated mysterious room and forced to generate time and blood using a central clock while a shadowy entity watches you from the dark.

We wanted to see what happens when the repetitive loop of an idle game is turned into a claustrophobic, psychological trap.

We just released our free playable demo on Steam:
https://store.steampowered.com/app/5296820/Click_Clock_Demo/

Your thoughts on the sound design, lighting, and overall sense of dread are very welcome!