Image 1 — The Supermarket (2013/2026 HORROR PROTOTYPE GAME)
Image 2 — The Supermarket (2013/2026 HORROR PROTOTYPE GAME)
Image 3 — The Supermarket (2013/2026 HORROR PROTOTYPE GAME)
Image 4 — The Supermarket (2013/2026 HORROR PROTOTYPE GAME)

The Supermarket (2013/2026 HORROR PROTOTYPE GAME)

The Supermarket" is an idea I had back in 2012, or more likely 2013. It was a concept I came up with when I was just a kid, after watching some horror movies—maybe ones set in a supermarket involving a virus, a parasite, or something similar. Back then, I would sneakily watch them on my parents' TV, and the idea of this supermarket popped into my head; it felt very realistic. The cool thing was that the concept was highly interactive. I wanted players to be able to do whatever they wanted because you were trapped inside this supermarket with no way out. The unique part was the interaction with the monster: a black, shadow-like creature that roamed around, trying to catch you. You would hide among the supermarket shelves, move from one side to the other, and throw objects to distract it so you could head elsewhere, or experiment by throwing things at it—either to escape or to get caught—along with other similar interactions. It was meant to be a prototype focused on these various types of interactions with the monster. It would slowly search for you, and if it spotted you, it would chase you.

In 2026, the year I developed two horror games—the 3D games named H-im and Slender , both using Unity 2.5.

I decided to develop "The Supermarket" at first on Unity 5, but honestly, that version is terrible; it’s really bad, doesn't work well, and has various issues. It truly seems that older engines were better than the recent ones; it always seems to be true that things from the past were better. So, I decided not to use Unity 5 and instead stuck with version 2.5. I chose to keep using that version to build this game and to try, as much as possible, to create something I hadn’t done in the other two games: advanced interaction with the monster and in the game in general, along with advanced AI.

I wrote all the scripts with the help of Gemini, the AI, but they were all conceived, solved, and curated entirely by me, one by one, all thought out using my intuition, my creativity, and my mind regarding the mechanics and everything else.

For none of these three games I used pre-made scripts. I have always created every script from scratch, with the exception of the standard First Person Controller one. Everything else was created by me from scratch to make it work.

I hope I can really get the whole game to be the best I want it to be, in a way that is interactive and exactly as I envisioned it back then, and as I want it to be, so I can show it to you and let you have fun facing this monster, with as much freedom as possible.

The monster will have multiple modalities; it can fly, scan its surroundings, and detect sounds. It also reacts when objects are thrown nearby, and it even interacts with those objects. It does everything.

It really took a lot of effort to create this "The Supermarket" project. I put a lot of work into it, especially since I started the Slender project and the other one—the World War project—just this month. With every project, I did more and more compared to the previous one, increasing the interactivity, working hard on the vibes, the textures, and the scripts to make everything very intelligent regarding the monsters—making them smart and capable of doing many things—always trying to evolve each project more than the last. And I went from not knowing how to do anything to creating this project in just two weeks. It's a very short amount of time, which also means a lot; it means that I have the ideas, I have the ingenuity, and I’m clearly capable—I solve problems when certain scripts don’t work, so I’m able to get pretty much everything done. I’m happy with how it turned out, and I hope people appreciate this, because they might see an incomplete prototype with only a few things you can do, but they don't understand what’s behind it: that there is so much behind it, a person who only recently started making 3D games and managed to do all this in such a short time, and that is worth a lot.

ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.

The goal of this game is to interact with the monster in every possible way—sneaking around, hiding, throwing objects, trying to escape from him, and experimenting with pretty much everything, because there is no way out. This is a prototype that is specifically built around experimenting with the interaction with this monster.

Remember: Use the E key to take items from illuminated shelves, the G key to throw them, space for jump, and the left Shift key to run.

The game can be found on my itch.io profile named Slender Nightmare's Laboratory.

u/Asleep-Actuary-7562 — 6 hours ago

The Supermarket (2013/2026 HORROR PROTOTYPE GAME)

The Supermarket" è un’idea che ho avuto nel 2012, o più probabilmente nel 2013. Era un concept che mi venne in mente quando ero solo un ragazzino, dopo aver visto alcuni film horror, forse ambientati in un supermercato e che coinvolgevano un virus, un parassita o qualcosa di simile. All'epoca li guardavo di nascosto sulla TV dei miei genitori, e l'idea di questo supermercato mi balenò in testa; sembrava molto realistico. La cosa bella era che il concept era altamente interattivo. Volevo che i giocatori potessero fare ciò che volevano, perché eri intrappolato dentro questo supermercato senza via d'uscita. La parte unica era l'interazione con il mostro: una creatura nera, simile a un'ombra, che vagava in giro cercando di prenderti. Ti saresti nascosto tra gli scaffali del supermercato, spostandoti da una parte all'altra, e lanciando oggetti per distrarlo in modo da poter andare altrove, oppure avresti sperimentato lanciandogli contro delle cose — sia per scappare che per farti prendere — insieme ad altre interazioni simili. Doveva essere un prototipo incentrato su questi vari tipi di interazioni con il mostro. Ti avrebbe cercato lentamente e, se ti avesse visto, ti avrebbe inseguito.

Nel 2026, l'anno in cui ho sviluppato due giochi horror — i giochi 3D chiamati H-im e Slender, entrambi usando Unity 2.5.

Ho deciso di sviluppare "The Supermarket" inizialmente su Unity 5, ma onestamente quella versione è terribile; è davvero pessima, non funziona bene e ha vari problemi. Sembra davvero che i motori grafici più vecchi fossero migliori di quelli recenti; sembra sempre vero che le cose del passato fossero migliori. Quindi, ho deciso di non usare Unity 5 e sono rimasto sulla versione 2.5. Ho scelto di continuare a usare quella versione per costruire questo gioco e per provare, il più possibile, a creare qualcosa che non avevo fatto negli altri due giochi: un'interazione avanzata con il mostro e nel gioco in generale, insieme a un'IA avanzata.

Ho scritto tutti gli script con l'aiuto di Gemini, l'IA, ma sono stati tutti ideati, risolti e curati interamente da me, uno per uno, tutti pensati usando il mio intuito, la mia creatività e la mia mente per quanto riguarda le meccaniche e tutto il resto.

Per nessuno di questi tre giochi ho usato script pre-fatti. Ho sempre creato ogni script da zero, con l'eccezione di quello standard del First Person Controller. Tutto il resto è stato creato da me da zero per farlo funzionare.

Spero di poter davvero rendere l'intero gioco il migliore possibile, come desidero, in un modo che sia interattivo ed esattamente come lo immaginavo allora, e come voglio che sia, così da poterlo mostrare a voi e farvi divertire affrontando questo mostro, con quanta più libertà possibile.

Il mostro avrà diverse modalità; può volare, scansionare l'ambiente circostante e rilevare i suoni. Reagisce anche quando gli oggetti vengono lanciati nelle vicinanze e interagisce persino con quegli oggetti. Fa tante cose. :)

TUTTI GLI SCRIPT SONO STATI CREATI DA ME DA ZERO, HO DECISO DI NON USARE MAI SCRIPT PRESI ONLINE, SOLO QUELLO STANDARD DEL FIRST PERSON CONTROLLER.

Lo scopo di questo gioco alla fine è interagire con il mostro in ogni modo possibile: sgattaiolando, nascondendosi, lanciando oggetti, cercando di scappare da lui e sperimentando praticamente tutto, perché non c'è via d'uscita. Questo è un prototipo costruito specificamente attorno alla sperimentazione dell'interazione con questo mostro.

Ricorda: Usa il tasto E per prendere gli oggetti dagli scaffali illuminati, il tasto G per lanciarli, spazio per saltare e il tasto Shift sinistro per correre.

Gioco trovabile sul mio profilo itch.io di nome Slender Nightmare's Laboratory.

u/Asleep-Actuary-7562 — 11 hours ago

The Supermarket (2013/2026 HORROR PROTOTYPE GAME)

"The Supermarket" è un’idea che ho avuto nel 2012, o più probabilmente nel 2013. Era un concept che mi venne in mente quando ero solo un ragazzino, dopo aver visto alcuni film horror, forse ambientati in un supermercato e che coinvolgevano un virus, un parassita o qualcosa di simile. All'epoca li guardavo di nascosto sulla TV dei miei genitori, e l'idea di questo supermercato mi balenò in testa; sembrava molto realistico. La cosa bella era che il concept era altamente interattivo. Volevo che i giocatori potessero fare ciò che volevano, perché eri intrappolato dentro questo supermercato senza via d'uscita. La parte unica era l'interazione con il mostro: una creatura nera, simile a un'ombra, che vagava in giro cercando di prenderti. Ti saresti nascosto tra gli scaffali del supermercato, spostandoti da una parte all'altra, e lanciando oggetti per distrarlo in modo da poter andare altrove, oppure avresti sperimentato lanciandogli contro delle cose — sia per scappare che per farti prendere — insieme ad altre interazioni simili. Doveva essere un prototipo incentrato su questi vari tipi di interazioni con il mostro. Ti avrebbe cercato lentamente e, se ti avesse visto, ti avrebbe inseguito.

Nel 2026, l'anno in cui ho sviluppato due giochi horror — i giochi 3D chiamati H-im e Slender, entrambi usando Unity 2.5.

Ho deciso di sviluppare "The Supermarket" inizialmente su Unity 5, ma onestamente quella versione è terribile; è davvero pessima, non funziona bene e ha vari problemi. Sembra davvero che i motori grafici più vecchi fossero migliori di quelli recenti; sembra sempre vero che le cose del passato fossero migliori. Quindi, ho deciso di non usare Unity 5 e sono rimasto sulla versione 2.5. Ho scelto di continuare a usare quella versione per costruire questo gioco e per provare, il più possibile, a creare qualcosa che non avevo fatto negli altri due giochi: un'interazione avanzata con il mostro e nel gioco in generale, insieme a un'IA avanzata.

Ho scritto tutti gli script con l'aiuto di Gemini, l'IA, ma sono stati tutti ideati, risolti e curati interamente da me, uno per uno, tutti pensati usando il mio intuito, la mia creatività e la mia mente per quanto riguarda le meccaniche e tutto il resto.

Per nessuno di questi tre giochi ho usato script pre-fatti. Ho sempre creato ogni script da zero, con l'eccezione di quello standard del First Person Controller. Tutto il resto è stato creato da me da zero per farlo funzionare.

Spero di poter davvero rendere l'intero gioco il migliore possibile, come desidero, in un modo che sia interattivo ed esattamente come lo immaginavo allora, e come voglio che sia, così da poterlo mostrare a voi e farvi divertire affrontando questo mostro, con quanta più libertà possibile.

Il mostro avrà diverse modalità; può volare, scansionare l'ambiente circostante e rilevare i suoni. Reagisce anche quando gli oggetti vengono lanciati nelle vicinanze e interagisce persino con quegli oggetti. Fa tante cose, ed è molto veloce quando ti rincorre e fastidio anche a livello di suoni.

Per ogni azione aspettate e abbiate pazienza, supervisionatelo, le fa ogni tot di tempo, quando gli va, e dipende da cosa vuole fare.

TUTTI GLI SCRIPT SONO STATI CREATI DA ME DA ZERO, HO DECISO DI NON USARE MAI SCRIPT PRESI ONLINE, SOLO QUELLO STANDARD DEL FIRST PERSON CONTROLLER.

Lo scopo di questo gioco alla fine è interagire con il mostro in ogni modo possibile: sgattaiolando, nascondendosi, lanciando oggetti, cercando di scappare da lui e sperimentando praticamente tutto, perché non c'è via d'uscita. Questo è un prototipo costruito specificamente attorno alla sperimentazione dell'interazione con questo mostro.

Ricorda: Usa il tasto E per prendere gli oggetti dagli scaffali illuminati, il tasto G per lanciarli, spazio per saltare e il tasto Shift sinistro per correre.

Gioco trovabile sul mio profilo itch.io di nome Slender Nightmare's Laboratory.

u/Asleep-Actuary-7562 — 13 hours ago

The Supermarket (2013/2026 HORROR PROTOTYPE GAME)

The Supermarket" is an idea I had back in 2012, or more likely 2013. It was a concept I came up with when I was just a kid, after watching some horror movies—maybe ones set in a supermarket involving a virus, a parasite, or something similar. Back then, I would sneakily watch them on my parents' TV, and the idea of this supermarket popped into my head; it felt very realistic. The cool thing was that the concept was highly interactive. I wanted players to be able to do whatever they wanted because you were trapped inside this supermarket with no way out. The unique part was the interaction with the monster: a black, shadow-like creature that roamed around, trying to catch you. You would hide among the supermarket shelves, move from one side to the other, and throw objects to distract it so you could head elsewhere, or experiment by throwing things at it—either to escape or to get caught—along with other similar interactions. It was meant to be a prototype focused on these various types of interactions with the monster. It would slowly search for you, and if it spotted you, it would chase you.

In 2026, the year I developed two horror games—the 3D games named H-im and Slender , both using Unity 2.5.

I decided to develop "The Supermarket" at first on Unity 5, but honestly, that version is terrible; it’s really bad, doesn't work well, and has various issues. It truly seems that older engines were better than the recent ones; it always seems to be true that things from the past were better. So, I decided not to use Unity 5 and instead stuck with version 2.5. I chose to keep using that version to build this game and to try, as much as possible, to create something I hadn’t done in the other two games: advanced interaction with the monster and in the game in general, along with advanced AI.

I wrote all the scripts with the help of Gemini, the AI, but they were all conceived, solved, and curated entirely by me, one by one, all thought out using my intuition, my creativity, and my mind regarding the mechanics and everything else.

For none of these three games I used pre-made scripts. I have always created every script from scratch, with the exception of the standard First Person Controller one. Everything else was created by me from scratch to make it work.

I hope I can really get the whole game to be the best I want it to be, in a way that is interactive and exactly as I envisioned it back then, and as I want it to be, so I can show it to you and let you have fun facing this monster, with as much freedom as possible.

The monster will have multiple modalities; it can fly, scan its surroundings, and detect sounds. It also reacts when objects are thrown nearby, and it even interacts with those objects. It does everything.

ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.

The goal of this game is to interact with the monster in every possible way—sneaking around, hiding, throwing objects, trying to escape from him, and experimenting with pretty much everything, because there is no way out. This is a prototype that is specifically built around experimenting with the interaction with this monster.

Remember: Use the E key to take items from illuminated shelves, the G key to throw them, space for jump, and the left Shift key to run.

The game can be found on my itch.io profile named Slender Nightmare's Laboratory.

u/Asleep-Actuary-7562 — 13 hours ago

The Supermarket (2013/2026 HORROR PROTOTYPE GAME)

The Supermarket" is an idea I had back in 2012, or more likely 2013. It was a concept I came up with when I was just a kid, after watching some horror movies—maybe ones set in a supermarket involving a virus, a parasite, or something similar. Back then, I would sneakily watch them on my parents' TV, and the idea of this supermarket popped into my head; it felt very realistic. The cool thing was that the concept was highly interactive. I wanted players to be able to do whatever they wanted because you were trapped inside this supermarket with no way out. The unique part was the interaction with the monster: a black, shadow-like creature that roamed around, trying to catch you. You would hide among the supermarket shelves, move from one side to the other, and throw objects to distract it so you could head elsewhere, or experiment by throwing things at it—either to escape or to get caught—along with other similar interactions. It was meant to be a prototype focused on these various types of interactions with the monster. It would slowly search for you, and if it spotted you, it would chase you.

In 2026, the year I developed two horror games—the 3D games named H-im and Slender , both using Unity 2.5.

I decided to develop "The Supermarket" at first on Unity 5, but honestly, that version is terrible; it’s really bad, doesn't work well, and has various issues. It truly seems that older engines were better than the recent ones; it always seems to be true that things from the past were better. So, I decided not to use Unity 5 and instead stuck with version 2.5. I chose to keep using that version to build this game and to try, as much as possible, to create something I hadn’t done in the other two games: advanced interaction with the monster and in the game in general, along with advanced AI.

I wrote all the scripts with the help of Gemini, the AI, but they were all conceived, solved, and curated entirely by me, one by one, all thought out using my intuition, my creativity, and my mind regarding the mechanics and everything else.

For none of these three games I used pre-made scripts. I have always created every script from scratch, with the exception of the standard First Person Controller one. Everything else was created by me from scratch to make it work.

I hope I can really get the whole game to be the best I want it to be, in a way that is interactive and exactly as I envisioned it back then, and as I want it to be, so I can show it to you and let you have fun facing this monster, with as much freedom as possible.

The monster will have multiple modalities; it can fly, scan its surroundings, and detect sounds. It also reacts when objects are thrown nearby, and it even interacts with those objects. It does everything.

ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.

The goal of this game is to interact with the monster in every possible way—sneaking around, hiding, throwing objects, trying to escape from him, and experimenting with pretty much everything, because there is no way out. This is a prototype that is specifically built around experimenting with the interaction with this monster.

Remember: Use the E key to take items from illuminated shelves, the G key to throw them, space for jump, and the left Shift key to run.

The game can be found on my itch.io profile named Slender Nightmare's Laboratory.

u/Asleep-Actuary-7562 — 13 hours ago

The Supermarket (2013/2026 HORROR PROTOTYPE GAME)

Gane Title:

The Supermarket (2013/2026 HORROR PROTOTYPE GAME)

Playable Link:

https://slender-nightmare.itch.io/the-supermarket-2013-2026-horror-game

Informations:

The Supermarket" is an idea I had back in 2012, or more likely 2013. It was a concept I came up with when I was just a kid, after watching some horror movies—maybe ones set in a supermarket involving a virus, a parasite, or something similar. Back then, I would sneakily watch them on my parents' TV, and the idea of this supermarket popped into my head; it felt very realistic. The cool thing was that the concept was highly interactive. I wanted players to be able to do whatever they wanted because you were trapped inside this supermarket with no way out. The unique part was the interaction with the monster: a black, shadow-like creature that roamed around, trying to catch you. You would hide among the supermarket shelves, move from one side to the other, and throw objects to distract it so you could head elsewhere, or experiment by throwing things at it—either to escape or to get caught—along with other similar interactions. It was meant to be a prototype focused on these various types of interactions with the monster. It would slowly search for you, and if it spotted you, it would chase you.

In 2026, the year I developed two horror games—the 3D games named H-im and Slender , both using Unity 2.5.

I decided to develop "The Supermarket" at first on Unity 5, but honestly, that version is terrible; it’s really bad, doesn't work well, and has various issues. It truly seems that older engines were better than the recent ones; it always seems to be true that things from the past were better. So, I decided not to use Unity 5 and instead stuck with version 2.5. I chose to keep using that version to build this game and to try, as much as possible, to create something I hadn’t done in the other two games: advanced interaction with the monster and in the game in general, along with advanced AI.

I wrote all the scripts with the help of Gemini, the AI, but they were all conceived, solved, and curated entirely by me, one by one, all thought out using my intuition, my creativity, and my mind regarding the mechanics and everything else.

For none of these three games I used pre-made scripts. I have always created every script from scratch, with the exception of the standard First Person Controller one. Everything else was created by me from scratch to make it work.

I hope I can really get the whole game to be the best I want it to be, in a way that is interactive and exactly as I envisioned it back then, and as I want it to be, so I can show it to you and let you have fun facing this monster, with as much freedom as possible.

The monster will have multiple modalities; it can fly, scan its surroundings, and detect sounds. It also reacts when objects are thrown nearby, and it even interacts with those objects. It does everything.

ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.

The goal of this game is to interact with the monster in every possible way—sneaking around, hiding, throwing objects, trying to escape from him, and experimenting with pretty much everything, because there is no way out. This is a prototype that is specifically built around experimenting with the interaction with this monster.

Remember: Use the E key to take items from illuminated shelves, the G key to throw them, space for jump, and the left Shift key to run.

u/Asleep-Actuary-7562 — 13 hours ago

Slender Nightmare's Slender (2016/2026) (3D Version)

Game Title:

Slender Nightmare's Slender (2016/2026) (3D Version)

Playable Link:

https://slender-nightmare.itch.io/slender-slender-nightmare-3d-version

Informations:

Since 2016 I have always wanted to make 3D games, especially horror ones, thinking that maybe I could pull it off. I remember in 2016 I even started, which is something I never do because it annoys me to waste time with YouTube tutorials and things like that, but I started searching and watching them. And I remember some of them were about Slender or Saw games. And I tried in 2016 in general to make some games, but they were very basic, or even less than basic. And so time went by, I was never able to make anything in 3D, except for something with the Coppercube Engine that I did in 2023/2026.

But recently, thanks to the help of artificial intelligence that helped me with the codes, scripts that I obviously don't know how to code, with my intuition, creativity, leading, and energy, but also many meltdowns with these artificial intelligences that often didn't understand, at that point, little by little, I realized I was managing to create a real, proper Slender project quite well. The best 3D game I've managed to make so far!

I saw a lot of Slender games made during 2012-13, because from 2020 to 2023 I set out to download all the demos, all the versions, even pre-alpha and alpha, of every type of fanmade Slender game to get this Guinness World Record and played them on my YouTube channel back then. And the fact was that I already knew enough about how one a Slender game had to be made, so I recently decided to download various versions of the Unity Engine. Not the most recent one, no, because it lags, it's poorly optimized, it crashes just trying to create a project where I build it, and it starts giving me errors when there’s nothing that should be giving me errors because I’ve just started. What did I decide to do? To download version 5, so an older one, but I didn't really get on well with it. And then I decided to download 4, which I couldn't use because of a licence and servers problem, 3 either, but 2 yes, the 2.5 version of Unity worked finally, and is the one I am using to make this project. So it will also have that look, that aesthetic very similar to 2012, because the engine is also very old. And I'm getting into it, I'm working with this engine and so it's really a project made in the old style, exactly perfect, in my opinion, for Slenderman as a project in general. And I'm putting, I have put many structures in the map, many interesting things to explore. I've adjusted the basic errors that the first newbies in Unity developing games left as errors and as problems or shortcomings and I have fixed them, and so at least from that point of view it should all be ok and very good.

I've poured a lot of my creativity and ingenuity into this game, creating an Slenderman that's a bit different from the usual—more aggressive. He spawns in places you’d never expect and is quite challenging; you'll need lightning-fast reflexes to avoid him. You must constantly analyze your surroundings to find the eight pages hidden in specific locations across the map. You'll clearly need to explore the entire map thoroughly, not just to find the pages, but also to discover some curious and interesting spots. Once you find all eight pages, you win the game.

ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.

And Yeah! Slenderman is back! Slender in 2026! haha ;D

u/Asleep-Actuary-7562 — 1 day ago

Slender Nightmare's Slender (2016/2026) (3D Version)

Dal 2016 ho sempre voluto creare giochi 3D, specialmente horror, pensando che forse avrei potuto farcela. Ricordo che nel 2016 iniziai persino, cosa che non faccio mai perché mi scoccia perdere tempo con tutorial su YouTube e cose simili, ma iniziai a cercarne e a guardarne alcuni. Ricordo che alcuni riguardavano giochi di Slender o di Saw. E nel 2016 ho provato in generale a realizzare qualche gioco, ma erano molto basilari, o anche meno che basilari. E così il tempo è passato, non sono mai riuscito a creare nulla in 3D, a parte qualcosa con il Coppercube Engine che ho fatto tra il 2023 e il 2026.

Ma recentemente, grazie all'aiuto dell'intelligenza artificiale, che mi ha supportato con i codici e gli script che ovviamente non so scrivere, insieme al mio intuito, alla mia creatività, alla mia guida e alla mia energia — ma anche dopo molti crolli nervosi con queste intelligenze artificiali che spesso non capivano — a quel punto, poco a poco, ho capito che stavo riuscendo a creare un vero e proprio progetto di Slender fatto bene. Il miglior gioco 3D che sia riuscito a realizzare finora! 😁✊🔥

Ho visto moltissimi giochi di Slender realizzati nel 2012-13, perché dal 2020 al 2023 mi ero prefissato di scaricare tutte le demo, tutte le versioni, anche le pre-alpha e le alpha, di ogni tipo di Slender fan-made per ottenere questo Guinness World Record, e all'epoca li ho giocati sul mio canale YouTube. Il fatto è che sapevo già abbastanza bene come dovesse essere fatto un gioco di Slender, così di recente ho deciso di scaricare varie versioni di Unity Engine. Non l'ultima, no, perché va a scatti, è mal ottimizzata, crasha solo provando a creare un progetto e inizia a darmi errori quando non dovrebbe esserci nulla che causi errori, visto che ho appena iniziato. Cosa ho deciso di fare? Di scaricare la versione 5, quindi una più vecchia, ma non mi sono trovato molto bene. Poi ho deciso di scaricare la 4, che non ho potuto usare a causa di un problema di licenza e di server, e nemmeno la 3; ma la 2 sì, la versione 2.5 di Unity ha finalmente funzionato, ed è quella che sto usando per realizzare questo progetto. Quindi avrà anche quel look, quell'estetica molto simile al 2012, perché anche il motore è molto vecchio. Ci sto prendendo la mano, sto lavorando con questo motore e quindi è davvero un progetto fatto in stile "old school", esattamente perfetto, secondo me, per Slenderman come progetto in generale. Sto inserendo, ho inserito molte strutture nella mappa, molte cose interessanti da esplorare. Ho corretto gli errori di base che i primi principianti nello sviluppo di giochi su Unity lasciavano come problemi o mancanze e li ho sistemati, quindi almeno da quel punto di vista dovrebbe essere tutto ok e molto valido.

Ho riversato molta della mia creatività e ingegno in questo gioco, creando uno Slenderman un po' diverso dal solito: più aggressivo. Appare in posti che non ti aspetteresti mai ed è piuttosto impegnativo come gioco; avrai bisogno di riflessi fulminei per evitarlo. Devi analizzare costantemente ciò che ti circonda per trovare gli otto fogli nascosti in posizioni specifiche della mappa. Dovrai chiaramente esplorare l'intera mappa a fondo, non solo per trovare i fogli, ma anche per scoprire alcuni punti curiosi e interessanti. Una volta trovati tutti e otto i fogli, vinci il gioco.

E sì! Slenderman è tornato! Slender nel 2026! ahah ;D

Link del mio gioco itch.io sul profilo di nome Slender Nightmare's Laboratory.

u/Asleep-Actuary-7562 — 1 day ago

Slender Nightmare's Slender (2016/2026) (3D Version)

Since 2016 I have always wanted to make 3D games, especially horror ones, thinking that maybe I could pull it off. I remember in 2016 I even started, which is something I never do because it annoys me to waste time with YouTube tutorials and things like that, but I started searching and watching them. And I remember some of them were about Slender or Saw games. And I tried in 2016 in general to make some games, but they were very basic, or even less than basic. And so time went by, I was never able to make anything in 3D, except for something with the Coppercube Engine that I did in 2023/2026.

But recently, thanks to the help of artificial intelligence that helped me with the codes, scripts that I obviously don't know how to code, with my intuition, creativity, leading, and energy, but also many meltdowns with these artificial intelligences that often didn't understand, at that point, little by little, I realized I was managing to create a real, proper Slender project quite well. The best 3D game I've managed to make so far! 😁✊🔥

I saw a lot of Slender games made during 2012-13, because from 2020 to 2023 I set out to download all the demos, all the versions, even pre-alpha and alpha, of every type of fanmade Slender game to get this Guinness World Record and played them on my YouTube channel back then. And the fact was that I already knew enough about how one a Slender game had to be made, so I recently decided to download various versions of the Unity Engine. Not the most recent one, no, because it lags, it's poorly optimized, it crashes just trying to create a project where I build it, and it starts giving me errors when there’s nothing that should be giving me errors because I’ve just started. What did I decide to do? To download version 5, so an older one, but I didn't really get on well with it. And then I decided to download 4, which I couldn't use because of a licence and servers problem, 3 either, but 2 yes, the 2.5 version of Unity worked finally, and is the one I am using to make this project. So it will also have that look, that aesthetic very similar to 2012, because the engine is also very old. And I'm getting into it, I'm working with this engine and so it's really a project made in the old style, exactly perfect, in my opinion, for Slenderman as a project in general. And I'm putting, I have put many structures in the map, many interesting things to explore. I've adjusted the basic errors that the first newbies in Unity developing games left as errors and as problems or shortcomings and I have fixed them, and so at least from that point of view it should all be ok and very good.

I've poured a lot of my creativity and ingenuity into this game, creating an Slenderman that's a bit different from the usual—more aggressive. He spawns in places you’d never expect and is quite challenging; you'll need lightning-fast reflexes to avoid him. You must constantly analyze your surroundings to find the eight pages hidden in specific locations across the map. You'll clearly need to explore the entire map thoroughly, not just to find the pages, but also to discover some curious and interesting spots. Once you find all eight pages, you win the game.

And Yeah! Slenderman is back! Slender in 2026! haha ;D

Game link on itch.io on my profile named Slender Nightmare's Laboratory.

u/Asleep-Actuary-7562 — 1 day ago

Slender Nightmare's Slender (2016/2026) (3D Version)

Since 2016 I have always wanted to make 3D games, especially horror ones, thinking that maybe I could pull it off. I remember in 2016 I even started, which is something I never do because it annoys me to waste time with YouTube tutorials and things like that, but I started searching and watching them. And I remember some of them were about Slender or Saw games. And I tried in 2016 in general to make some games, but they were very basic, or even less than basic. And so time went by, I was never able to make anything in 3D, except for something with the Coppercube Engine that I did in 2023/2026.

But recently, thanks to the help of artificial intelligence that helped me with the codes, scripts that I obviously don't know how to code, with my intuition, creativity, leading, and energy, but also many meltdowns with these artificial intelligences that often didn't understand, at that point, little by little, I realized I was managing to create a real, proper Slender project quite well. The best 3D game I've managed to make so far! 😁✊🔥

I saw a lot of Slender games made during 2012-13, because from 2020 to 2023 I set out to download all the demos, all the versions, even pre-alpha and alpha, of every type of fanmade Slender game to get this Guinness World Record and played them on my YouTube channel back then. And the fact was that I already knew enough about how one a Slender game had to be made, so I recently decided to download various versions of the Unity Engine. Not the most recent one, no, because it lags, it's poorly optimized, it crashes just trying to create a project where I build it, and it starts giving me errors when there’s nothing that should be giving me errors because I’ve just started. What did I decide to do? To download version 5, so an older one, but I didn't really get on well with it. And then I decided to download 4, which I couldn't use because of a licence and servers problem, 3 either, but 2 yes, the 2.5 version of Unity worked finally, and is the one I am using to make this project. So it will also have that look, that aesthetic very similar to 2012, because the engine is also very old. And I'm getting into it, I'm working with this engine and so it's really a project made in the old style, exactly perfect, in my opinion, for Slenderman as a project in general. And I'm putting, I have put many structures in the map, many interesting things to explore. I've adjusted the basic errors that the first newbies in Unity developing games left as errors and as problems or shortcomings and I have fixed them, and so at least from that point of view it should all be ok and very good.

I've poured a lot of my creativity and ingenuity into this game, creating an Slenderman that's a bit different from the usual—more aggressive. He spawns in places you’d never expect and is quite challenging; you'll need lightning-fast reflexes to avoid him. You must constantly analyze your surroundings to find the eight pages hidden in specific locations across the map. You'll clearly need to explore the entire map thoroughly, not just to find the pages, but also to discover some curious and interesting spots. Once you find all eight pages, you win the game.

And Yeah! Slenderman is back! Slender in 2026! haha ;D

Game link on Itch.io on my profile named Slender Nightmare's Laboratory.

u/Asleep-Actuary-7562 — 1 day ago

H-im (HORROR WW2 3D GAME)

​

Game title:

H-im

Playable Link:

https://slender-nightmare.itch.io/h-im-horror-ww2-3d-game

Informations:

While I was developing my 3D game in Unity titled Slender, an idea came to mind: to create a WWII-themed horror game. I want to be clear that I am completely against Naz1sm, and against all these political regimes and the figures represented in the game. This is just a terrifying horror game dealing with these themes, but set in hell, where we have ended up by mistake and must find a way out to go to paradise, the true place where we belong. In this hell, you can find various fragments from the 1930s and 40s, including vehicles that were used at the time. As you explore the map, you will encounter other objects as well. You must avoid getting too close to these items (like tanks, for example) or figures, as they can be hostile, and you have to run from HIM—yes, HIM—and find an exit.

I came up with this idea after finishing the Slender game. I thought that no one had ever really made a WWII game like this. At first, it was meant to be a kind of dream, a return to the past with black-and-white textures, but then I decided to realize it as a vision of hell. I developed it using Unity 2.5, and with the help of Gemini AI, which assisted me with the scripts—and only with the scripts. For everything else, I did it all myself; all the ideas, all the mechanics, and every detail were conceived by me and implemented into the game. It is a very distinct and unique project, and it is very important to me because I am truly testing my skills with Unity right now, trying to make a high-quality game. I hope you enjoy it.

I also tried to make a version of Slender based on Slendytubbies—that 2012 game, or rather, the trilogy that was made since 2012 to 2017—but I wanted to base it on the Slender project I had already created, and it didn't go well. If I had wanted to succeed, I would have had to start the project from scratch, but I wasn't motivated enough to build a project entirely from zero just for a Slender variant—a Slendytubbies variant made by me, based on what I had already done with Slender. I found more motivation in creating this WWII horror game instead. :)😁

H-im (H-im.exe) could mean Him, Hell or H1tler obviously, or all of them, and it is a game having a liminal/backrooms environment.

Game's Objective: Find a way out of there, some kind of secret door around the map to escape.

u/Asleep-Actuary-7562 — 1 day ago

H-im (HORROR WW2 3D GAME)

While I was developing my 3D game in Unity titled Slender, an idea came to mind: to create a WWII-themed horror game. I want to be clear that I am completely against Naz1sm, and against all these political regimes and the figures represented in the game. This is just a terrifying horror game dealing with these themes, but set in hell, where we have ended up by mistake and must find a way out to go to paradise, the true place where we belong. In this hell, you can find various fragments from the 1930s and 40s, including vehicles that were used at the time. As you explore the map, you will encounter other objects as well. You must avoid getting too close to these items (like tanks, for example) or figures, as they can be hostile, and you have to run from HIM—yes, HIM—and find an exit.

I came up with this idea after finishing the Slender game. I thought that no one had ever really made a WWII game like this. At first, it was meant to be a kind of dream, a return to the past with black-and-white textures, but then I decided to realize it as a vision of hell. I developed it using Unity 2.5, and with the help of Gemini AI, which assisted me with the scripts—and only with the scripts. For everything else, I did it all myself; all the ideas, all the mechanics, and every detail were conceived by me and implemented into the game. It is a very distinct and unique project, and it is very important to me because I am truly testing my skills with Unity right now, trying to make a high-quality game. I hope you enjoy it.

I also tried to make a version of Slender based on Slendytubbies—that 2012 game, or rather, the trilogy that was made since 2012 to 2017—but I wanted to base it on the Slender project I had already created, and it didn't go well. If I had wanted to succeed, I would have had to start the project from scratch, but I wasn't motivated enough to build a project entirely from zero just for a Slender variant—a Slendytubbies variant made by me, based on what I had already done with Slender. I found more motivation in creating this WWII horror game instead. :)😁

H-im (H-im.exe) could mean Him, Hell or H1tler obviously, or all of them.

Game's Objective: Find a way out of there, some kind of secret door around the map to escape.

You can find this game on my Itch.io named "Slender Nightmare's Laboratory".

u/Asleep-Actuary-7562 — 3 days ago
▲ 2 r/GameDevelopersItaly+3 crossposts

H-im (HORROR WW2 3D GAME)

​

Mentre stavo sviluppando il mio gioco 3D in Unity intitolato Slender, mi è venuta in mente un'idea: creare un gioco horror a tema Seconda Guerra Mondiale. Voglio essere chiaro sul fatto che sono completamente contro il nazismo e contro tutti questi regimi politici e le figure rappresentate nel gioco. Questo è solo un terrificante gioco horror che tratta queste tematiche, ma è ambientato all'inferno, dove siamo finiti per sbaglio e dobbiamo trovare una via d'uscita per andare in paradiso, il vero luogo a cui apparteniamo. In questo inferno, si possono trovare vari frammenti degli anni '30 e '40, inclusi i veicoli che venivano usati all'epoca. Esplorando la mappa, incontrerai anche altri oggetti. Devi evitare di avvicinarti troppo a questi elementi (come i carri armati, ad esempio) o alle figure, poiché possono essere ostili, e devi scappare da LUI — sì, proprio da LUI — e trovare un'uscita.

Mi è venuta questa idea dopo aver finito il gioco di Slender. Ho pensato che nessuno avesse mai realizzato davvero un gioco sulla Seconda Guerra Mondiale fatto in questo modo. All'inizio, doveva essere una specie di sogno, un ritorno al passato con texture in bianco e nero, ma poi ho deciso di realizzarlo come una visione dell'inferno. L'ho sviluppato usando Unity 2.5 e con l'aiuto dell'IA Gemini, che mi ha assistito solo con gli script — e ripeto, solo con gli script. Per tutto il resto, ho fatto tutto da solo; tutte le idee, le meccaniche e ogni dettaglio sono stati concepiti da me e implementati nel gioco. È un progetto molto particolare e unico, ed è molto importante per me perché in questo momento sto mettendo davvero alla prova le mie abilità con Unity, cercando di creare un gioco di alta qualità. Spero che vi piaccia.

Ho anche provato a realizzare una versione di Slender basata su Slendytubbies — quel gioco del 2012, o meglio, la trilogia che è stata realizzata dal 2012 al 2017 — ma volevo basarla sul progetto di Slender che avevo già creato e non è andata bene. Se avessi voluto riuscirci, avrei dovuto ricominciare il progetto da zero, ma non ero abbastanza motivato a costruire un progetto interamente da capo solo per una variante di Slendytubbies — una variante di Slendytubbies fatta da me, basata su ciò che avevo già fatto con Slender. Ho trovato più motivazione nel creare questo gioco horror sulla Seconda Guerra Mondiale. :)😁

"H-im" (H-im.exe) potrebbe significare Lui, l'Inferno (Hell) o H1tler, ovviamente, o tutti loro insieme.

Obiettivo del gioco: Trovare una via d'uscita, una sorta di porta segreta da qualche parte sulla mappa per fuggire.

slender-nightmare.itch.io
u/Asleep-Actuary-7562 — 3 days ago