#SUBDERMAL: THIS ISNT YOU | Psychological Horror Survival

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frail vault
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Premise:
DEAD AIR is a found-footage psychological horror experience set beneath New York City, in a subway station the authorities sealed overnight and erased from public maps. They claimed a collapse. They claimed there were no survivors. They claimed Eli's brother, Noah Ward died instantly.

None of it was true.

A single corrupted CCTV frame is all Eli needed. He sees Noah descend the station stairs, alone. Behind him, something moves against the wall, out of sync with the light, with the wrong shape, like a shadow learning how to exist — a shape that clings, stretches, and retracts.

Then the feed tears apart.

For six months the Ravenbrook Line has remained locked, abandoned, and silent. No investigation. No recovery. No explanation. Just a sealed station and a letter written by someone who clearly didn’t want to say anything meaningful.

Eli couldn't bear to stay silent any longer, he needed to find out what happened to his brother. He decided to take matter into his own hands and break into the contained station.

He expects dust, debris, a collapsed tunnel. Instead, he finds an environment that feels preserved, as if the station has been holding its breath. The air is damp and heavy with an earthy scent. The lights flicker in irregular rhythms. The floors are clean where they shouldn’t be. Fine strands of something organic cling to tiles and railings, spreading in quiet, branching patterns. Something has moved through these hallways recently.

Something that understands quiet.

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Developer note:
My studio’s debiut project is a psychological survival horror experience set in New York, 2020, following a descent far beneath the city into places the public was never meant to see.

Designed with a found-footage aesthetic, the entire game unfolds through a handheld POV that amplifies tension, vulnerability, and realism. Every environment is built to feel claustrophobic, hostile, and grounded in a chilling sense of authenticity.

The game features a procedural injury system that affects enemy behavior and appearance dynamically, creating encounters that never play out the same way twice. Expect graphic, unsettling imagery and enemies that deteriorate, adapt, and evolve as you fight to survive.

Along the way, players will encounter intricate environmental puzzles, hidden pathways, and small details intended to reward exploration and observation.

!! This is only the beginning. More information will come as development progresses. !!

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We’re also looking for a small group of volunteer playtesters to help us refine early builds of the game. If you’re interested in trying pre-release versions, giving feedback, or helping us shape the final experience, feel free to reach out.
Participants will be credited in the final release.

frail vault
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Procedural animation✅

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Let me know what you guys think. Every world object affects the animation - enemy can trip and fall and get back up dynamically. Shooting at it also affects as I am including force feedback for many of my in game objects

dusky sentinel
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nice

frail vault
frail vault
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Pre Alpha Screenshots. No footage yet. Teaser Trailer coming mid January to early February.

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The graphics fidelity has been changed, I decided to lean into photorealism with retro aesthetic instead of PSX style. I hope you guys will like it

frail vault
frail vault
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SUBDERMAL: This isn’t you | Psychological Horror Survival

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SUBDERMAL: THIS ISNT YOU | Psychological Horror SurvivalSS

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SUBDERMAL: THIS ISNT YOU | Psychological Horror Survival

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Hello,
I have decided to change the name of the game along with small snippets of the story. Steam page is finished and now I’m waiting for approval, almost ready for wishlists!

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Here is a few small sneak peaks of the game

frail vault
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Steam page is out!!! Please wishlist♥️♥️

frail vault
frail vault
frail vault
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Would anyone with writing experience from this server like to help out with lore?

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I apologise for the stutters. Before release I’ll optimise the game a lot more

nimble monolith
# frail vault I apologise for the stutters. Before release I’ll optimise the game a lot more

All the best with your game, looks nice!
Just a hint from my side, working since >4 years on my hobby game, i would recommend to work on optimizing (graphics, shaders, lights, maybe even then level layout) early on. I do this for each level from time to time, especially when adding major things just not to get stuck midway and spare you from hard reworking, or even breaking stuff. This is only my 2 cents (no professional game dev experience, but with >25 years of professional software dev)

frail vault
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I experimented with light and shadow culling and occlusion culling for objects, gave some reasonable results but nothing major yet

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But I think with time I’ll find a way, I’ll make it a priority prior to demo release

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Also I’m wondering. What sort of parkour would you guys like to see in a survival horror game? I’m thinking to create something similar to outlast, maybe a little more extensive