In “Don’t Panic”, you’re thrown into mysterious and disorienting mazes with one goal – find your way out. But it’s not just the winding paths that stand in your way. Inanimate figures – statues, crash dummies, and other eerie silhouettes – lurk in the shadows, moving closer every time you look away. Will you rely on your trusty flashlight to keep them at bay? Or will you let the compass guide you through, even as everything else tries to throw you off course? Each maze is uniquely generated, ensuring no two runs are ever the same.
Features:
Procedurally Generated Mazes: Dive into ever-changing labyrinths in various settings, from the eerie quiet of the hedge maze, the echoing footsteps in a warehouse, to the dripping dark of the sewers.
Eerie Pursuers: Beware the inanimate objects that move closer every time you turn your back.
Trusty Tools: Shine your flashlight to dispel the dark and trust your compass to point to the way out.
Progression System: Earn XP, customize your character, and track your stats for a more personalized experience.
Checkpoints: Make it through the maze in stages, with checkpoints to fall back to should you get caught… but remember, the last checkpoint you visit is where you’ll end up so don’t get turned around!
Above: Some gameplay footage
Below: Some marketing images and gameplay screenshots
@Zezkaii Haha ive played this game so many times during testing and i still nearly jump out of my seat. You never get used to it I’ve been developing it for about 2 months now. The procedural maze kinda got me hung up for a little bit as I was trying to optimise it with HISMs but i got there in the end Thanks for the support!
Actually, if i really think about it and break it down: the base game took me about a week. Trouble shooting some optimising things and adding more levels and features took another week. I took 3 or 4 weeks off to cater to a different project then I decided to undertake the task of making the game multiplayer Thankfully I had some guidance from Wim over at @Kekdot to bail me out after a few issues so id say in reality it probably took just over a month. But the learning curve is immence starting from scratch and taking it the whole way through. Truly Unreal is as simple or as complicated as you want to make it
@The_M0ss_Man Thanks - yeah multiplayer has been fully tested and is ready for release (just have to wait the mandatory steam waiting period after approval - will be releasing on November 4th and indeed i do intend to add more variants for the flashlight amd compass that will be unlocked with xp as well as the current suit variants. Join the discord! I very much welcome community feedback and feature requests or ideas that anyone has. I’m excited for this to be a community driven game!
Oh, that is hilarious; that’s a sound scare system you can trust if it consistently affects the creator!
It sounds like making this game was a pretty swift process, which is always great but even better, considering you’re releasing it at the spookiest time of the season.
I’ve got “Don’t Panic” on my wishlist and will definitely be playing once it releases in eleven days!
@Zezkaii Haha it was swift in places… some things still vex me Amazing that you’ve got it on your wishlist! I’m delighted to hear it! - Perhaps consider joining the discord so you can recommend any new features you might like to see! I’m very keen on this being a community-driven game xD
Discord: Don't Panic
This latest video gave me the chills. The feeling of something moving behind just when you look away is one of those indescribable eerie fears that you’ve managed to capture really well. I look forward to seeing more!
Only 1 week to go! Trying to make it as good as I possibly can before it launches and I start working on free DLC packages and other requested features xD
P.S. I’m looking for game testers if anyone is interested just join the Discord!