Unity Horror Game Devlog — Blatant Pixels Updates
Building an original indie horror experience in Unity is equal parts art, code, and sheer persistence. This Unity horror game devlog documents our progress on Hollow Despair, an atmospheric psychological horror project. The current focus is a vertical slice, codenamed The Path, which condenses the game’s tone and mechanics into a 20–30 minute playable experience. From early lighting tests inside a damp tunnel, to roadside discoveries under flickering lamps, to the eerie forest trail that leads toward the mansion gates, every update here pulls the project one step closer to release.
This space is more than just patch notes. It’s a window into the process: design trade-offs, technical experiments, creative breakthroughs, and even the failures that end up teaching us more than we expected. Whether you’re a fellow dev curious about workflows or a player eager to experience the slice, you’ll find both transparency and atmosphere here.
What you’ll find here
Vertical Slice Progress – Unity Horror Game Devlog Insights
We’re tracking level flow, moment-to-moment interactions, and polish passes across multiple play areas. Each milestone reveals a bit more of the intended pacing—from quiet exploration in open areas to sudden shifts in tension as you step deeper into the unknown. Expect notes on how we script objectives, guide the player subtly, and balance scares with quieter beats. For anyone following a Unity horror game devlog, performance notes are as critical as design choices.
Tech Notes
On the technical side, the devlog explores Unity HDRP, baked vs. mixed lighting setups, and scene streaming to keep performance smooth even in complex environments. We’ll share benchmarks, optimizations, and the occasional workaround when Unity’s quirks fight back. For those interested in post-processing or custom tools, this is where you’ll see experiments documented and explained.
Art & Audio
Mood boards, modular props, and ambient soundscapes all feed into Hollow Despair’s unsettling atmosphere. We’ll cover how we texture and light props to evoke unease, and the layering of SFX stingers with subtle environmental loops. Horror lives and dies by its soundscape, so expect plenty of posts dissecting how randomization and spatial audio help keep the forest alive.
Playtest News
Playtesting will be the lifeblood of The Path. Sign-ups, build drops, and feedback summaries will all appear here, alongside lessons learned from watching players approach puzzles, navigation, and scares. We’ll share early responses, the changes they trigger, and how feedback drives priorities. If you’re curious about when you’ll be able to try the slice yourself, this section will keep you in the loop.
Start here
FAQ
Q: How often do you post updates?
At least weekly during active sprints, plus extra micro-updates around playtests. Even when development slows between milestones, we’ll share behind-the-scenes looks at experiments, tests, or creative detours.
Q: When will the vertical slice be playable?
We’re targeting a public demo on itch.io once mansion gameplay reaches MVP. Early testers on the waitlist may get access sooner to help refine the experience.
Q: What engine and tools do you use?
Unity HDRP, custom audio systems, Blender for props, and a growing set of in-house scripts and tools. Expect transparency on what works, what breaks, and how we solve problems along the way. We document all this in our Unity horror game devlog, so other indie devs can learn from our experiments.
Q: How can I support development?
Share posts with friends, wishlist the game on Steam once the page goes live, and—most importantly—join playtests. Feedback doesn’t just polish the game; it actively shapes the path forward.
Latest posts
Below you’ll find the newest entries. Browse by category (Devlog, Art, Design, Audio, Performance), or use the search in the header to find specific updates. Each one is a snapshot of development in motion.
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