First-Person Cabin Horror Game
Budget: $30 – $250 CAD
I want to create a short, story-driven horror experience in the vein of “Fears to Fathom.” The entire game should be played in first-person with a minimal HUD so the player feels truly stranded.
Setting
You start the night inside a lonely cabin buried deep in the woods, hanging out with friends. As darkness settles, subtle anomalies turn into undeniable threats and the surrounding forest becomes just as unnerving as the creaking rooms inside.
Tone & Gameplay
The focus is pure horror—slow-burn tension, unsettling audio design, well-timed jump scares, and environmental storytelling. I’m not interested in heavy combat systems or elaborate puzzles; light interaction such as locking doors, restoring power, answering a crackling radio, or reading scattered notes is enough to build dread.
Scope
• Target play-time: 15–25 minutes
• Platform: Windows PC (stand-alone build)
• Engine: Unity or Unreal—whichever lets you deliver convincing lighting, volumetric fog, and VHS-style visual effects.
Deliverables
1. Grey-box prototype demonstrating exploration, lighting, and basic interaction.
2. Content pass with final assets, ambient soundtrack, SFX, and initial scare events.
3. Polished release build with main menu, controller & keyboard support, and full project source.
Acceptance Criteria
The final build must run at 60 fps on a mid-range PC, maintain the first-person perspective throughout, and capture a suspenseful atmosphere comparable to “Fears to Fathom.”
Setting
You start the night inside a lonely cabin buried deep in the woods, hanging out with friends. As darkness settles, subtle anomalies turn into undeniable threats and the surrounding forest becomes just as unnerving as the creaking rooms inside.
Tone & Gameplay
The focus is pure horror—slow-burn tension, unsettling audio design, well-timed jump scares, and environmental storytelling. I’m not interested in heavy combat systems or elaborate puzzles; light interaction such as locking doors, restoring power, answering a crackling radio, or reading scattered notes is enough to build dread.
Scope
• Target play-time: 15–25 minutes
• Platform: Windows PC (stand-alone build)
• Engine: Unity or Unreal—whichever lets you deliver convincing lighting, volumetric fog, and VHS-style visual effects.
Deliverables
1. Grey-box prototype demonstrating exploration, lighting, and basic interaction.
2. Content pass with final assets, ambient soundtrack, SFX, and initial scare events.
3. Polished release build with main menu, controller & keyboard support, and full project source.
Acceptance Criteria
The final build must run at 60 fps on a mid-range PC, maintain the first-person perspective throughout, and capture a suspenseful atmosphere comparable to “Fears to Fathom.”
Related categories:
C# Programming
C++ Programming
3D Modelling
3D Animation
Unity 3D
Game Development
Unreal Engine
Unity