**Big news! We are on Kickstarter again, stronger this time around! Care to check us out?
Here’s our newest trailer! Our public playable demo is about 2 weeks away :).
We reworked our entire animation and inventory systems and have added the first incarnation of the Presence, a dynamic AI that will haunt the player throughout the game and act as the antagonist.
We were succesfully Greenlit in June, so we’ll be on Steam.
Greetings, fellow developers :).
Back in October 2014, me and a friend of mine set out to fulfill a dream of ours, which is to create a videogame. We had several ideas to go along with, but in the end, we decided to go for a type of game we have always loved: a story-based survival horror.
*It’s an ordinary Friday in the life of Daniel Noyer, washed-up advertiser and former entrepreneur who has fallen on hard times lately. Currently the lowest of the low at a publishing house, you receive an urgent yet seemingly straightforward assignment: to find the company’s most important client, the renowned writer Sebastian P. Husher, who hasn’t been heard from in weeks.
Upon your arrival at Husher’s mansion, you realize something’s wrong. The lights, still turned off at the onset of nightfall, reveal that no one is home. The dog, warned about at the entrance, is nowhere to be found. The main door, left ajar, hints at a hallway drowned in shadows.
And an eerie, haunting melody, pierces a thundering silence.*
How it Works
Song of Horror will have little to no action in its gameplay: we aim to thrive on defenselessness, character frailty (dying in Song of Horror will be quite easy) and psychological terror in order to generate the game atmosphere. There will be no physical enemies to speak of, but instead, manifestations of an unknown entity can and will haunt the player. We also want to introduce a very subtle roguelike touch (You will have several characters available per chapter, character death is permanent except for the protagonist, and the characters who continue in the game and in the story will be the ones who survive the ordeal).
The game is still in an extremely early stage of development (we began working on it full-time in October, green-as-summer-grass rookies to boot), but we are learning and improving quickly thanks to UE4’s many tools and the community’s wonderful tutorials. It is being developed 100% in Blueprints.
We have decided to go for a cinematic approach and, thus, have chosen the third person perspective. The cameras are already implemented, and are meant to be fully automated. They range from static but rotating “security camera” types to spline-based customizable mobile ones which adjust to the player’s position in the way we see fit. I intend to post a little video of them working, although the character will probably still not be animated.
Here are a couple concept arts…
UPDATE: And new screenshots!
Feel free to ask any questions or express any opinions or share any advice, they are welcome :). We have a Song of Horror website, a Facebook page and a Twitter account, if you want to check them out.