Solo dev here - Deep Frost, a psychological horror where the threat is a colleague wearing someone else's face (feedback welcome)

Solo dev here - Deep Frost, a psychological horror where the threat is a colleague wearing someone else's face (feedback welcome)

Hey everyone 👋 Deep Frost is a single-player horror I've been building solo - no combat, no jump-scare gauntlet, just twelve researchers on a dying Antarctic station and the slow realization that one of them isn't human anymore. The dread is entirely behavioural: you read conversations, plant doubt, and the station itself is falling apart around you (power, heat, sanity all draining) while you try to catch the impostor before the Day-6 blood test.

If you're into the Silent Hill/Siren end of horror - isolation and paranoia over combat - this is built for that register rather than the action-survival side of the genre.

Launching Oct 27; a free demo covering the first three days is live now. I'd genuinely value feedback on whether the dread lands or needs work - happy to talk mechanics/design in the comments.

https://store.steampowered.com/app/4675840/Deep_Frost/?utm_source=reddit&utm_medium=social&utm_campaign=survivalhorror

u/Spiritual-Rest-9777 — 5 days ago
▲ 3 r/IndieGame+1 crossposts

Wishlist Wednesday - one of the twelve crew at our Antarctic station is wearing a friend's face, and you have nine days to find them

Hey all 👋 Deep Frost is a single-player social-deduction horror - read the room, plant clues, survive the blood test. No combat, no multiplayer, just paranoia on a station that's slowly falling apart around you. Free demo's on Steam now; launch is Oct 27. Would love to know what you think.

https://i.imgur.com/PRlahgS.gifv

https://store.steampowered.com/app/4675840/Deep_Frost/?utm_source=reddit&utm_medium=social&utm_campaign=wishlist_wed

u/Spiritual-Rest-9777 — 5 days ago

How do you make social deduction work when there are no humans to lie to you?

This will be a bit out of the ordinary for this sub but I wanted to pick your brains. Hoping it will be interesting for you. Social deduction games (Werewolf, Among Us, Mafia) run on one engine: humans reading and deceiving other humans. The tells, the bluffing, the table going quiet - that is the whole game. I have spent a while building a single-player one, and the core problem turned out to be: when you delete the other humans, what actually replaces that? Gnosia is the obvious prior art, but there is surprisingly little written about the nuts and bolts. A few things I have learned the hard way:

1. Hidden state has to leak through behaviour, never through a number. Under the hood every NPC holds a suspicion value toward every other NPC (a 12-way web) plus a read on the player. The instant I surfaced any of those numbers, deduction collapsed into spreadsheet-reading. What worked was forcing all of it out through dialogue and action instead: you overhear a pair arguing, you watch a vote swing, you notice who stopped defending whom. The player reconstructs the web; the game never shows it.

2. The killer problem is "is this a clue or a bug?" When an NPC acts suspicious, the player cannot tell if it is an authored tell or my code misbehaving. If it reads as random, trust in the whole system dies. I now treat legibility as a first-class, separately-tested property - a behaviour that is "correct" but reads as noise is a failure, even if the sim is doing exactly what I intended.

3. Information scarcity + time pressure stands in for social pressure. With no humans to sweat under questioning, the tension has to come from elsewhere: limited actions per day, a hard deadline (a blood test), and the cost of being wrong. That scarcity is what makes a read feel risky.

For those who have built deduction, bluffing, or "the NPC is hiding something" systems: how did you sell intentionality? What made an NPC opponent's behaviour read as thinking rather than rolling dice?

reddit.com
u/Spiritual-Rest-9777 — 8 days ago

How do you make social deduction work when there are no humans to lie to you?

Social deduction games (Werewolf, Among Us, Mafia) run on one engine: humans reading and deceiving other humans. The tells, the bluffing, the table going quiet - that is the whole game. I have spent a while building a single-player one, and the core problem turned out to be: when you delete the other humans, what actually replaces that? Gnosia is the obvious prior art, but there is surprisingly little written about the nuts and bolts. A few things I have learned the hard way:

1. Hidden state has to leak through behaviour, never through a number. Under the hood every NPC holds a suspicion value toward every other NPC (a 12-way web) plus a read on the player. The instant I surfaced any of those numbers, deduction collapsed into spreadsheet-reading. What worked was forcing all of it out through dialogue and action instead: you overhear a pair arguing, you watch a vote swing, you notice who stopped defending whom. The player reconstructs the web; the game never shows it.

2. The killer problem is "is this a clue or a bug?" When an NPC acts suspicious, the player cannot tell if it is an authored tell or my code misbehaving. If it reads as random, trust in the whole system dies. I now treat legibility as a first-class, separately-tested property - a behaviour that is "correct" but reads as noise is a failure, even if the sim is doing exactly what I intended.

3. Information scarcity + time pressure stands in for social pressure. With no humans to sweat under questioning, the tension has to come from elsewhere: limited actions per day, a hard deadline (a blood test), and the cost of being wrong. That scarcity is what makes a read feel risky.

For those who have built deduction, bluffing, or "the NPC is hiding something" systems: how did you sell intentionality? What made an NPC opponent's behaviour read as thinking rather than rolling dice?

reddit.com
u/Spiritual-Rest-9777 — 8 days ago

How do you make social deduction work when there are no humans to lie to you?

Social deduction games (Werewolf, Among Us, Mafia) run on one engine: humans reading and deceiving other humans. The tells, the bluffing, the table going quiet - that is the whole game. I have spent a while building a single-player one, and the core problem turned out to be: when you delete the other humans, what actually replaces that? Gnosia is the obvious prior art, but there is surprisingly little written about the nuts and bolts. A few things I have learned the hard way:

1. Hidden state has to leak through behaviour, never through a number. Under the hood every NPC holds a suspicion value toward every other NPC (a 12-way web) plus a read on the player. The instant I surfaced any of those numbers, deduction collapsed into spreadsheet-reading. What worked was forcing all of it out through dialogue and action instead: you overhear a pair arguing, you watch a vote swing, you notice who stopped defending whom. The player reconstructs the web; the game never shows it.

2. The killer problem is "is this a clue or a bug?" When an NPC acts suspicious, the player cannot tell if it is an authored tell or my code misbehaving. If it reads as random, trust in the whole system dies. I now treat legibility as a first-class, separately-tested property - a behaviour that is "correct" but reads as noise is a failure, even if the sim is doing exactly what I intended.

3. Information scarcity + time pressure stands in for social pressure. With no humans to sweat under questioning, the tension has to come from elsewhere: limited actions per day, a hard deadline (a blood test), and the cost of being wrong. That scarcity is what makes a read feel risky.

For those who have built deduction, bluffing, or "the NPC is hiding something" systems: how did you sell intentionality? What made an NPC opponent's behaviour read as thinking rather than rolling dice?

reddit.com
u/Spiritual-Rest-9777 — 9 days ago
▲ 8 r/godot+1 crossposts

We hand-drew all twelve crew for my Godot social-deduction horror, what do you think?

Hi Community, Solo dev, Godot 4.6. Deep Frost is a single-player "The Thing meets Gnosia" deduction game: twelve researchers on an Antarctic station, some are body-snatchers wearing a crewmate's face, and you have nine days to work out who.

Just finished working with out artisit for the hand-drawn portrait set for the full twelve-person cast (no AI on the art). The brief was that every face has to carry a read - a flicker of "would I trust this person at the blood test?" - because faces are half the deduction. Each portrait also drives the in-game walking sprite's palette and the dialogue speaker bust, so one art pass feeds three systems.

Happy to talk through how the portrait-to-sprite palette matching works if anyone's doing character art in Godot.

u/Spiritual-Rest-9777 — 9 days ago
▲ 3 r/GodotEngine+2 crossposts

[Wishlist Wednesday] Deep Frost — suspicion reroutes NPC behavior, not just dialogue (Godot 4.6)

Hi community. Looking for your feedback/support. Here is my piutch:

Most social-deduction games keep suspicion in the dialogue layer — an NPC says it distrusts you, but still walks the same patrol and votes the same way. In Deep Frost I wanted suspicion to actually change behavior, so it lives in the NPC's decision-making instead of the script.

Each of the twelve researchers carries a per-character rapport value toward every other character (including the player). That value feeds the same behavior tree that drives pathing, conversation targets, and the Day-boundary vote. So when rapport with you drops, you don't just get colder dialogue — the NPC starts routing away from you, sharing information with someone else, and weighting its vote toward you. The "lie" you tell on Day 2 changes who's standing where on Day 5.

The setup: Antarctic outpost, twelve named researchers, a parasitic intelligence that's copying some of the crew. Nine days to work out who, survive the blood test, and hold the station together for extraction. ~45-minute runs, hundreds of branching endings, no multiplayer — the deduction is entirely in the NPCs.

Built solo in Godot 4.6. Happy to talk implementation in the comments — the rapport-into-behavior-tree wiring is the part I'm proudest of and also the part that broke the most.

Steam (wishlists genuinely move the needle for a solo dev): https://store.steampowered.com/app/4675840/Deep_Frost/

u/Spiritual-Rest-9777 — 24 days ago

[Free Demo, Browser] Deep Frost — Antarctic body-snatcher social-deduction roguelike (Gnosia × The Thing)

Game Title: Deep Frost

Playable Link: https://aeongamesca.itch.io/deep-frost (password: halstrom)

Platform: Browser (HTML5 — no install, plays in-browser)

Description:

Deep Frost is a singleplayer social-deduction roguelike set in an Antarctic research station. Twelve named researchers, each with their own profession, personality, and grudges. A parasitic intelligence has wormed into the outpost and is wearing some of their faces. You have nine days to figure out who's still human, who's already been replaced, and whether the next door you open will be the one that kills you.

Inspired by Gnosia and The Thing (1982). Built solo in Godot 4.6. Every NPC has a daily routine, a rapport meter with you, and reacts to your accusations — accuse the wrong person publicly and the actual infected swap their patrol route to avoid you. The suspicion graph is the spine of the game; conversations, route changes, and voting all flow through it.

The free demo covers Days 1-3 (about 25-35 minutes for a first run, longer if you take notes). Full game launches on Steam this Halloween week.

Free to Play Status:

[x] Free to play

[x] Demo/Key available

[ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: Solo developer — game design, programming, writing, audio integration, and most asset direction.

reddit.com
u/Spiritual-Rest-9777 — 2 months ago

What an outside reviewer caught in 90 minutes about my Carpenter-flavored Antarctic social-deduction game

I sent my Carpenter-flavored Antarctic social-deduction roguelike out for the first deep-dive playtest from an outside reviewer. 90 minutes of careful play, transcript pulled, six new things to fix.

Quick frame: twelve named researchers, nine days at a failing Antarctic outpost. Something is wearing the crew's faces. Gnosia × The Thing (1982).

What he caught that I missed:

  1. NPC dialogue is too uniform. "My vote keeps coming back to Lyra" lands the same way for every speaker. Adding a personality dial.
  2. NPCs are too honest about suspicion. They literally say "my gut says Lucky Chris" out loud. In a real social-deduction beat that line gets hidden, hedged, or lied about depending on rapport. Building rapport-gated phrasing tiers.
  3. Two NPCs broke a verbal agreement mid-vote ("we said Petra, both voted Garen"). Could be a real bug. Auditing the vote-resolution code this week.
  4. Tracking 12 NPCs × 9 days overwhelms without an in-game notepad. Three playtesters have asked for this now. Going into a future patch — too big a HUD addition right now.
  5. "You approach Torren — he accepts. Why?" Action-outcome text is too compressed. Rewriting the resolution lines.
  6. All-caps in-game terms like "VERIFIED" need hover tooltips. Caps words without context read as system gibberish.

Verdict was 62/100 — generous in spots, not in others. He didn't reach the endgame, so the blood test + queen reveal beats (the two payoffs the whole design hangs on) weren't graded. He's running another pass offscreen.

What I learned: when a player starts narrating to themselves what a line meant, dialogue isn't narration anymore — it's evidence. That's the threshold I'm trying to push the whole game across.

Curious what's the worst social-deduction or horror-game UI mistake you've seen recently — feedback genuinely lands during this stretch.

reddit.com
u/Spiritual-Rest-9777 — 2 months ago

After a year of solo dev, what I learned shipping a Carpenter-flavored social-deduction roguelike to Steam Coming Soon

Hi Gamedev community,

Solo devv here, Godot 4.6, year of work, just hit Steam Coming Soon. Game is called Deep Frost — Antarctic body-snatcher singleplayer social-deduction roguelike, comp is Gnosia × The Thing (1982). Sharing four lessons I wish I'd internalized earlier in the project.

The hook of the game is twelve named NPCs that *remember*. Each has a profession (Doctor, Cook, Engineer, Botanist, Comms, etc.), traits that bias behavior (Stoic, Skeptical, Anxious, Bonded), and a relationship matrix that updates after every conversation, accusation, and cooperation. Day 2 you help KESH; Day 7 she'll vouch for you in the round-table — unless someone planted a rumor about you between those events.

I tried to get away with simpler "stat blocks" for two months. The dialogue felt soggy. I rewrote the whole memory system as a per-NPC rolling event-log + sentiment tags, and the deduction loop suddenly *worked*. Lesson: in a deduction game the systems aren't decoration — they ARE the game.

I spent the first three months prototyping a chat-style "type your accusation" system because that's what Among Us does. It died on its face — solo, with NPCs, you can't get better signal than what you typed. So I switched to written, branching dialogue trees per NPC per day. ~600 lines of dialogue per run, hand-tuned so the lies are detectable if you remember Day 2's conversation. The lies are *written*, not *typed*. That's the difference between Among Us (real-people lying) and Deep Frost (well-crafted lies you have to remember).

For six months my comps were "Inscryption × Disco Elysium × Among Us × The Thing." I couldn't pitch the game. I couldn't make consistent design decisions. Eventually I cut to **Gnosia × The Thing (1982)** — a small Japanese deduction game most people haven't played, plus a Carpenter movie everyone knows. That single sentence pitches the game in 6 seconds. Decisions got faster. Marketing got easier. Wishlists started arriving.

I got rejected by ~15 things in the first six months. Each rejection forced me to tighten the description. By the time I got DevGAMM Gdańsk Showcase ACCEPTED last week, the pitch was 35 words long and brutally specific. Rejections are a free editing service. Apply to everything. The applications themselves are the work.

Techh:

- Godot 4.6 / GDScript

- ~30,000 lines of code, ~600 lines of dialogue per run

- Building Windows + Web for launch. Linux follows ~2 weeks post-launch. macOS in 2027.

- GodotSteam for Steam achievements + Steam Workshop (planned for v1.1)

If you want to see what landed:

- Trailer: https://youtu.be/6fvNY14QGNw

- Free demo (Days 1-3, no email gate): https://aeongamesca.itch.io/deep-frost (password: halstrom)

- Steam (just went Coming Soon — wishlists make a real difference for solo dev visibility): https://store.steampowered.com/app/4675840/Deep_Frost/

Happy to answer process / Godot / scope / "how did you ship solo" questions in the comments.

u/Spiritual-Rest-9777 — 2 months ago

[PC / Browser] Singleplayer social-deduction roguelike demo — looking for feedback before Oct 23 launch

Hi Community,

Solo devv launching on Steam October 23, 2026. Demo has been out for two weeks and I'd love a few more eyes on it before the public Steam demo opens Sep 25.

The game: Deep Frost — singleplayer social-deduction roguelike, Antarctic outpost, parasite copies the crew, you have 9 days to identify who's infected. Gnosia × The Thing (1982). Free, browser-playable, ~45 min per run.

What I'm looking for:

- Anyone willing to play through Day 1 → Day 4 (about 30 min)

- Recorded video walkthroughs are gold but written feedback is also welcome

- Especially: did the tutorial feel like enough? did the round-table vote land? did anything feel broken?

Demo (free, no install, password-gated for now):

https://aeongamesca.itch.io/deep-frost

Password: halstrom

Steam page (if you'd like to wishlist while you're there — wishlists genuinely matter for indie launch visibility):

https://store.steampowered.com/app/4675840/Deep_Frost/

I will reply to every comment + DM. If you send video or write up feedback, I'll send you a Steam key at launch as thanks.

Background: solo dev in Godot 4.6. One playtester sent a recorded video last week that uncovered four P0 bugs I'm fixing for v1.0.1. The criticism is the gift; this is exactly the moment to find more.

AI use: Some 2D art assets and dialog flavor drafts were generated/assisted with AI tools (Gemini), then hand-edited. Music, NPC behavior, code, and design are hand-built. Full disclosure is on the Steam page.

Thanks for reading.

— AeonGames Canada

reddit.com
u/Spiritual-Rest-9777 — 2 months ago

Hi r/playmygame,

Solo dev here out of Canada. So of course i made a game called Deep Frost after a witner of 7 months 😛 After over a year of work, looking for honest feedback on the demo before launch.

Deep Frost — Twelve researchers on a failing Antarctic station. A parasite called the Thaw is copying them one by one. You have nine days to identify the infected, survive the blood test, and hold the station together long enough for the helicopter to return.

Think Gnosia × The Thing (1982). Everyone is lying, including (maybe) you.

- Singleplayer, no login required

- ~45 min per run, procedurally generated

- Browser-playable (no download) + Windows .exe

- Made in Godot 4.6

Play here: https://aeongamesca.itch.io/deep-frost (password: halstrom)

What I'd love feedback on:

  1. Does the Day 1-2 ramp land, or does it feel confusing?

  2. Is the roundtable vote tense, or does it feel like random NPCs voting?

  3. Any dialog that dragged or felt repetitive?

  4. Pacing: did you hit MOIRA's nag prompts, and did they feel right?

  5. Any bugs — anything from soft-locks to UI quirks. Bonus points for save/load weirdness.

Happy to playtest yours in return — drop your link in a comment.

If you'd rather lurk than play but still want to follow along, there's a quiet devlog newsletter (1 email every few weeks): https://aeongames.ca/#newsletter — totally optional, no expectation.

— AeonGames

reddit.com
u/Spiritual-Rest-9777 — 2 months ago
▲ 2 r/indiegamedevforum+2 crossposts

Hi all,

I have been working on this for a while now and am really excited to finally get to the play testers stage. My first attempt using Godot 4.6 and really enjoyed it (learnt a lot as well). Being from Canada, I enjoyed creating a game called Deep Frost ;P

Deep Frost: Twelve researchers on a failing Antarctic station. A parasite called the Thaw is copying them one by one. You have nine days to identify the infected, survive the blood test, and hold the station together long enough for the helicopter to return.

Single player (might take a stab for multi in the future if I can get the courage), Sci Fi Social Deduction game, set in Antarctic. Flavored from 80s The Thing (I'm aging myself here), Carpenter mood and theme.

Technical bits Godot devs might find useful:

- shipped to Windows executable and web browser

- web browser had font issues so had to do FontVariation with NotoSans + NotoSans Symbols 2 + Not Snas Match fallback

- 7k lines of GDScript, no C+, no add-ons

If you want to give it a shot and give me feedback, I would be grateful:

Aeongamesca.itch.io/deep-frost

Password: halstrom

Don't be too harsh on me (or be harsh, I love the feedback) :)

edit: password corrected

u/Spiritual-Rest-9777 — 2 months ago