Physical Interaction
Objects feel tactile: drawers slide, cabinet doors swing, lights toggle, and the player's actions can create sound, evidence, or risk.
Current Project / Horror Prototype / In Development
Stay Quiet is a first-person psychological horror game about escaping a hostile farmhouse while staying unseen, unheard, and uncertain of what is real.
The player wakes in the basement of an old rural house with no clear memory of how they got there. The only way out is upward: through locked doors, dark rooms, hidden keys, and a home that feels lived in by something dangerous. Every drawer, cabinet, light switch, door, and sound can matter. The house is not just a setting. It is a system the player has to read, touch, and survive.
Stay Quiet focuses on slow-burn tension, physical interaction, stealth, and environmental problem solving. Players search for keys and tools, manage light, listen for movement, and interact with believable household objects. Doors and drawers are handled manually, making noise and motion part of the survival loop. The goal is not to fight the threat, but to understand the house well enough to escape it.
Early captures showing lighting direction, tactile interaction, UI pickup feedback, and small gameplay beats.
Objects feel tactile: drawers slide, cabinet doors swing, lights toggle, and the player's actions can create sound, evidence, or risk.
Movement, light, and interaction noise affect how exposed the player feels. Survival depends on being careful, not powerful.
The farmhouse should feel lived in, neglected, and personal. Clues come through placement, rooms, objects, and what the player notices.
The horror comes from mechanics working together: locked routes, keys, light, sound, hiding, pursuit, and uncertainty.
Stay Quiet is currently in active prototype development in Unreal Engine, with ongoing work focused on atmosphere, physical interaction, stealth pressure, and the feel of moving through a hostile rural house.
For development updates, playtest interest, or press inquiries, use the contact form.