Image 1 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 2 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 3 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 4 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 5 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 6 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 7 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.

After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.

Hey! I’m Jiyan, the level designer on Undertaker, a gothic FPS being developed by a team of just three people.

For the past few months, I’ve been working on this massive interconnected map, slowly losing my sanity over every path, landmark and suspiciously placed rock haha. After many long days of work, almost the entire world is finally connected and playable!

Each biome has its own atmosphere, landmarks and gameplay identity, while still feeling like part of the same world. There’s still plenty of polishing left, but seeing the whole journey finally take shape feels incredibly rewarding.

Which area is your favorite?

u/SplitSignalStudio — 16 hours ago
▲ 309 r/IndieDev

Giving our gothic bounty-hunting FPS a darker visual identity

We’ve been refining the visual identity of Undertaker, and this comparison shows how much the atmosphere can change without rebuilding the entire environment.

For this pass, we reworked the lighting balance, exposure and color grading, then added a custom post-process material to reinforce the game’s sharp, slightly pixelated look.

The goal was to create a darker and more unsettling atmosphere while keeping the environment readable during gameplay. Which version do you prefer?

u/SplitSignalStudio — 16 days ago

Reworking the lighting and post-processing of our Action-FPS

We recently gave this area of Undertaker a complete visual pass, focusing on stronger colors, better readability and a more oppressive late-afternoon atmosphere.

Most of the difference comes from the lighting, color grading and a custom post-process material adding some sharpening and a subtle pixelated look.

Still fine-tuning it, so feedback is welcome!

u/SplitSignalStudio — 16 days ago

We just dropped a new demo trailer for our indie monster hunting FPS

We just released a brand new UNDERTAKER demo trailer after reaching 15,000+ wishlists and 7,000+ demo players!

UNDERTAKER is a dark fantasy action FPS set in the cursed lands of Transylvania. The game focuses on hunting creatures, preparing your loadout, and surviving brutal encounters in a retro-inspired FPS experience.

We recently rebuilt our trailer to better reflect the game’s core gameplay loop and tone.

Game Title: Undertaker

Playable Link: https://store.steampowered.com/app/4234410/Undertaker_Demo/

Platform: PC (windows)

Description: (Provide a detailed description of your game. Minimum 100 words)

Free to Play Status: Demo

u/SplitSignalStudio — 3 months ago

To ease the tension, we’ve got an NPC just chilling with his saxophone :)

If you’re interested or want to support us, you can check out our Steam page here: Undertaker

(not the wrestler :))

u/SplitSignalStudio — 3 months ago
▲ 98 r/UnrealEngine5+3 crossposts

Showing my level creation process from blockout to final result, step by step, with a short gameplay clip at the end : D

This type of pass usually takes around 45–60 minutes since the blockout is pretty lightweight.
It’s part of our third game, a retro FPS inspired by Blood West and Hunt: Showdown, coming Q4 2026 : Undertaker

u/SplitSignalStudio — 3 months ago

We’re working on our 3rd game 🤘 A retro-inspired solo FPS blending Hunt: Showdown & Blood West, set in a gothic semi open-world Transylvania.

Expect tight shooting, scarce ammo, and Souls-like melee (sickles, axes…) with multiple playstyles: stealthy, ranged, or all-out aggressive

I recently shared a before/after blockout post and saw some interest around the gameplay, so here’s a short video to show more :D

There’s a demo (~1h) if you want to try it : Undertaker!

Not a full trailer yet, just a quick look at the gameplay. A bigger one is coming 👀

PS: This video was recorded ~3 weeks ago, quite a few things have changed since (skeletons don’t bleed anymore ^^', and the health/stamina/stealth UI has been tweaked).

u/SplitSignalStudio — 4 months ago
▲ 861 r/UnrealEngine5+1 crossposts

Game: Undertaker

Demo: done with ~45–60 minutes of gameplay (showing zone 2/4 here)

Next step: building a map 10x bigger… because why not suffer a bit more 😅

u/SplitSignalStudio — 4 months ago