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As a result, it can be hard to picture horror games that do a great job in this regard while relying on minimalist design. These games play on the human tendency to see faces and other patterns in ...
Horror visual novels excel at captivating storytelling ... players may fully immerse themselves in the mobile game's eerie atmosphere, raising the degrees of tension and dread to spine-chilling ...
Amnesia: The Dark Descent's popularity was boosted by Let's Play videos, showcasing its chase sequences and puzzle design ... Mobile The Dark Descent is one of the greatest horror games ever ...
Grave Seasons is a cozy horror game that seems like it will deftly mix the serene and gruesome, appealing to fans of Dredge and other calming games tinged with the sinister. Players take on the role ...
Voting is now open for the first ever Horror Game Awards ... Secret Files, SIGNALIS Best Game Design - Amnesia: The Bunker, DREDGE, FAITH:The Unholy Trinity, Resident Evil 4 Remake, SIGNALIS ...
Rocky Horror Show: Touch Me is slated for release on touchscreen mobile devices ... into the final design. The team also has a series of stretch goals that would make the game even more exciting.
The mobile version of Dredge ... between devices to continue their game. These crossplay features will not apply to other versions of the game. A demo of the horror fishing game will be made ...
Czech indie studio Amanita Design are currently working on four new games, one of which will be a horror title. Can it measure up to the best horror games on PC? "It's going to be very interesting ...
This past July, viewers were taken aback by a mysterious trailer for what seemed to be a horror game ... These games exemplify what’s most exciting about game design, proving that the industry ...
Experimental user interface design is ... the game’s approach to diegetic interfaces. That is, however, with one notable exception: the 2017 sci-fi stealth horror game Echo.
I love a shortform horror game about doing a practical job ... it's a fantastic example of surgically precise game design (and how to scare the bejesus out of me). Naturally, therefore, I was ...