u/WhyThisGameWorks

A bug accidentally made our players more powerful than the demon

At one point during development, we had a bug where players could pick up items through walls. It completely broke the game, because suddenly you could grab keys, objects, anything without actually solving puzzles or entering rooms. For a brief moment, the player basically became the supernatural entity instead of the demon.

We also had issues where the enemy’s search system would go to completely wrong locations or react to things that didn’t exist.

Fixing bugs in a horror game is weird, because sometimes what looks like a bug actually feels like a feature. The real challenge is figuring out what breaks immersion and what accidentally improves it.

Have you ever had a bug that unexpectedly made your game better?

reddit.com
u/WhyThisGameWorks — 19 hours ago

A bug accidentally made our players more powerful than the demon

At one point during development, we had a bug where players could pick up items through walls. It completely broke the game, because suddenly you could grab keys, objects, anything without actually solving puzzles or entering rooms. For a brief moment, the player basically became the supernatural entity instead of the demon.

We also had issues where the enemy’s search system would go to completely wrong locations or react to things that didn’t exist.

Fixing bugs in a horror game is weird, because sometimes what looks like a bug actually feels like a feature. The real challenge is figuring out what breaks immersion and what accidentally improves it.

Have you ever had a bug that unexpectedly made your game better?

reddit.com
u/WhyThisGameWorks — 20 hours ago

A bug accidentally made our players more powerful than the demon

At one point during development, we had a bug where players could pick up items through walls. It completely broke the game, because suddenly you could grab keys, objects, anything without actually solving puzzles or entering rooms. For a brief moment, the player basically became the supernatural entity instead of the demon.

We also had issues where the enemy’s search system would go to completely wrong locations or react to things that didn’t exist.

Fixing bugs in a horror game is weird, because sometimes what looks like a bug actually feels like a feature. The real challenge is figuring out what breaks immersion and what accidentally improves it.

Have you ever had a bug that unexpectedly made your game better?

reddit.com
u/WhyThisGameWorks — 20 hours ago
▲ 1 r/IndieHorrorGaming+1 crossposts

Indian horror just feels different somehow… does anyone else feel this? (Rahasya)

Maybe it’s the old houses.
Maybe it’s the silence.

Maybe it’s the stories many of us grew up hearing from parents, grandparents or just random childhood conversations that stayed with us.

Western horror has its own vibe, but Indian spaces create a very different kind of unease.

An old haveli.
Dim corridors.
Wooden doors.
That strange feeling that a place remembers something.

Saw this while working on Rahasya, which explores that kind of atmosphere.

Curious from fellow Indian gamers:
Does horror hit differently when the setting feels culturally familiar?

Or is good horror just good horror regardless of where it’s set?

u/WhyThisGameWorks — 2 days ago
▲ 12 r/GamingVideos+4 crossposts

GenAI usage: None

Most horror games tend to use similar settings, but this one leans into a 1990s Indian haveli.

Tighter spaces, layered rooms and a slower, more atmospheric approach to tension instead of constant jumpscares.

This is the latest teaser: https://youtu.be/0gedA4168Mk

u/WhyThisGameWorks — 6 days ago
▲ 3 r/gamedevscreens+1 crossposts

While working on a psychological horror setup, one thing we kept coming back to was tension without obvious events.

Moments where nothing is happening, but it still feels like something could go wrong.

Things like:

  • sound affecting enemy awareness
  • slow buildup instead of instant threats
  • spaces that feel “off” even when empty

Trying to make the experience feel immersive rather than reactive.

Short devlog talking about an AI system where sound and player behavior affect how the enemy reacts over time instead of instant detection.

https://youtu.be/RYYd912Pxvc

u/WhyThisGameWorks — 7 days ago