▲ 5 r/GameMusicComposition+2 crossposts

[Audio] Deconstructed Schubert for a psychological horror game — does the "corrupted memory" effect work for you?

Hey everyone,

I'm working on a solo psychological horror game (first-person, fully diegetic, no HUD) and recently recorded this piece.

It's a dark piano reinterpretation of the second movement of Schubert's Sonata in B-flat Major (D. 960). To tie the audio directly to the protagonist's deteriorating mental state, I deliberately altered the structure: I removed key melodic notes and added extra bars of silence/sustained resonance to simulate a "memory corruption" or cognitive glitch.

I’d love to get your thoughts on a few things:

  1. What kind of environment or scene comes to your mind when listening to this?
  2. Does the unexpected gap/missing note in the melody evoke that feeling of a "failing memory", or does it just feel jarring in a bad way?
  3. How does the dark piano timbre and space feel to you from a sound design perspective?

Any feedback on the mix, atmosphere, or pacing would be hugely appreciated!

u/Easy_Bit_1118 — 8 hours ago

Describe your dream survival horror game in only five words.

Not your favorite game. Not a game that already exists. What's the feeling or experience you wish someone would make?

I'll be curious to see if certain themes keep appearing across everyone's answers.

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u/Easy_Bit_1118 — 5 days ago

I'm making a psychological horror game with a fully diegetic main menu (no UI Canvas). Would you play a short "immersion test" before the full release?

Instead of a standard 2D UI Canvas, the player navigates the main menu by looking at physical 3D objects while tied to a chair.

Hey everyone!

As a huge fan of classic, slow-burn psychological horror, I’ve been developing a solo project where the environment is the main threat. There is no HUD, no UI Canvas pop-ups—just your senses and physical in-world interactions.

As you can see in the video, even the main menu is fully diegetic. The player starts tied to a chair in the center of the room during a memory induction experiment in the 1930s. You have to look around the space and focus on physical objects (like the pocket watch or the medallion) to navigate options or "enter" the game.

I'm planning to release a short, playable Alpha demo in late July as a pure "immersion test" to see how players react to this pacing and lack of traditional UI before jumping into the final release.

Does this kind of atmosphere-focused menu and teaser make sense as a first demo? Would you step into this room just to feel the dread, or do you think audiences strictly prefer seeing fully fledged gameplay loops from the start?

Would love to hear your honest thoughts and insights.

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u/Easy_Bit_1118 — 2 months ago