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Umbralis is a first person psychological horror experience built around stealth decision making and environmental storytelling. The player explores subterranean areas discovers notes and symbols interprets clues and strategically uses a short duration psychic vision ability to navigate danger. Horror is achieved through pacing atmosphere sound and a persistent sense of vulnerability rather than predictable jumpscares.
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Designed core gameplay loop stealth and psychic mechanics progression UX architecture HUD feedback patterns menu flows accessibility rules and environmental interactions. Coordinated global tone and player experience and executed iterative improvements based on structured playtesting.
Research on horror and investigative game references definition of core mechanics prototype creation player observation feedback analysis and multiple design iterations. Everything aimed at validating assumptions and improving clarity tension pacing and balance.
Core Loop: Explore investigate use ability escape. Psychic vision lasts two to three seconds followed by cooldown encouraging meaningful timing. Stealth relies on sound and line of sight and the environment offers alternative paths. Narrative fragments are unlocked by clue combinations and documents. Visual and audio feedback reinforce ability acquisition.
Minimal HUD contextual display clear cooldown indicator responsive audio and microvisual cues to confirm actions. Inventory structured in a legible card layout. Menus emphasize quick resume and intuitive navigation. Accessibility improvements focus on readable typography and reduction of visual overstimulation.
Environments include soil passages fractured caverns and chambers each with a distinct sound signature. Pacing alternates between slow investigation stealth tension peaks and relief. Environmental storytelling through murals objects and letters conveys narrative without exposition walls.
Cooldown required balancing to avoid excessive downtime. Minimal HUD was validated as immersive but visibility of progression icons needed improvements. Small audio changes significantly influenced perceived danger. Players reported consistent engagement with investigation and stealth.
Average session time between eighteen and thirty minutes. Completion rate around forty five percent indicating tension and difficulty aligned with horror expectations. Players highlighted atmosphere and vulnerability as core strengths.
Shorten cooldown (2‑5 min) or add a focus meter that depletes with over‑use. |
Stealth | Avoid detection via sound & scent. | Add environmental noise that can distract or attract creatures. |
Investigation | Interactive reading of letters, murals, etc. | Introduce “clue combos” that reveal hidden rooms or narrative pieces. |
Skill Progression | Each challenge unlocks a new ability or upgrade. | Provide visual feedback on the HUD (skill tree icon that lights up). |