r/robloxasym

sum guest 666 animations

you can use them in your asym but you need to inform me beforehand and give credit, if you want me to make more of my shitty animations for your asym i will do so for absolutely free, i do this for fun ^_^

u/Informal-Fix4453 — 1 day ago
▲ 8 r/robloxasym+1 crossposts

ROBLOXIA’S REVENANT (again…)

https://discord.gg/ERHxMA7myt
Hi! If you remember, I made a post before about this game and we’ve made progress! BUT, we still need a lot of stuff. Animators, modelers, whatever we can get our hands on. This game is like Forsaken except we want to keep the identity as close to its Robloxian identity as possible! This is a passion project.

u/MushroomyPlayz — 1 day ago
▲ 5 r/robloxasym+1 crossposts

is it normal to have a catgirl, a robot and a dinosaur to aid you while you are playing as executioner

so i was playing outcome memories, it was on angel island and i was kolossos and there was three npcs who don't look like they were from a sonic game or any exe content appeared and help me they also had health bars so when when the lms with tails i my curiosity took the better of me and decided to charge at them along with the tails but the tails survived that and when he entered the ring everything turned red and i decided to server hop before anything else happens

reddit.com
u/Mrkirbinator — 3 days ago
▲ 2 r/robloxasym+1 crossposts

Robloxia is Doomed.

RōBLOXia's Retribution is a 1v10 asymmetrical horror game basing itself off of real retro RōBLOX and modern Roblox media. 1 killer, the Terminator, must kill 10 survivors, the Robloxians, in 5 minutes.

ROBLOXIAN TASKS:

- FIX THE SERVERS | Around the map, there are Servers, this games equivalent of Generators. There are a total of 9 servers around the map. Completing 3 servers in a segment of the map unlocks a random segment of the map with 3 more servers to complete, so on and so forth. 3 segments/map.

- SURVIVE FOR 5 MINUTES | Doing tasks won't have the timer spiral down or rise higher. Which means survival is your next course of action.

- HELP YOUR TEAM | People are selfish in asymmetrical horror games sometimes, which is why helping your team is №1 priority.

TERMINATOR TASKS

- CORRUPT THE SERVERS | Servers can be attacked and hinder progress on activating the exit portal.

- KILL THEM ALL, DON'T LET THEM ESCAPE | As a Terminator, it's your upmost priority to kill them all before time is up or the exit portal appears.

- USE YOUR ABILITIES WISELY | Abilities take longer than expected to either charge up or cool down, which is why you must attack in such a way where you get the high-ground every time.

LAST MAN STANDING

The exit portal has opened and everyone but you and the Terminator are through. The portal will close, and you will have roughly 1:15–1:30 to survive. Once overtime hits, get to the portal before you die.

Join the subreddit! We'd love to see you there.

You can also join the Discord server to interact with more of our community!

We'd love to see you there.

reddit.com
u/SAF-Official — 5 days ago

I'm making an ASYM based on Slasher villains, Introducing, "RESLASHED"

If yall have any ideas or think u can help with the project, let me know

u/Similar-Ad5794 — 9 days ago

where would i start if i wanted to make an ASYM

I've really wanted to make an ASYM for a while but idk how or where to start and I was wondering if anyone had any tips?

reddit.com
u/Main-Reindeer9161 — 6 days ago

Idea for a VERY UNIQUE ASYM

This is something that I've been working on for a bit. So it's kind of weird and whatnot. Sorry if some stuff is missing and whatnot.

CALAMITY: THE LAST BASTION

"The city still stands. Nobody knows why."

---

THE PREMISE

Most asymmetrical horror games are about a killer hunting survivors.

Calamity: The Last Bastion is about surviving an apocalypse that has already begun.

The survivors are not chosen heroes.

They are not legendary warriors.

They are simply the unlucky few trapped inside a district of Aurelis when the world starts coming apart.

Something ancient has escaped.

Something that should never have existed.

The city's bells ring at impossible hours. Streets change overnight. Entire buildings vanish without explanation. Citizens disappear from locked rooms. Some are found wandering days later, speaking in languages nobody recognizes.

The Sentinels—the ancient order responsible for containing these horrors—have returned.

And the first thing they tell the survivors is:

> "Do not trust what you see."

THE WORLD

Aurelis, The Last Bastion

Aurelis is the final great kingdom of mankind.

Built atop ancient Sentinel vaults and containment structures, it was once considered the safest city in existence.

Massive walls surround it.

Ancient watchtowers stand guard over every district.

Cathedrals stretch toward the heavens.

Beneath its streets lies a labyrinth of forgotten tunnels, relic chambers, and prison complexes older than recorded history.

The people of Aurelis believed those structures were simply relics from a forgotten age.

They were wrong.

Those structures were cages.

And now the cages are opening.

THE SENTINEL ORDER

Long before modern kingdoms existed, the Sentinel Order fought a war that history has almost entirely forgotten.

Not against armies.

Not against monsters.

Against Calamities.

The Sentinels discovered a horrifying truth:

Some disasters become alive.

A kingdom's collapse.

The death of a star.

The fear of being forgotten.

The end of a civilization.

Under the right conditions, these concepts can awaken and become entities.

Not creatures.

Not gods.

Not demons.

Something worse.

Ideas given form.

The Sentinels could never destroy them.

They could only imprison them.

For centuries the prisons held.

Now they are failing.

THE SURVIVOR EXPERIENCE

Survivors should constantly feel vulnerable.

Not weak.

Vulnerable.

The difference matters.

You always have something useful to do.

You always have choices.

But the Calamity should never feel like something you can simply overpower.

The moment you hear it nearby, your priorities change.

The moment the lights flicker, you stop thinking about objectives.

The moment a teammate goes silent over voice chat, everyone becomes nervous.

The game should create stories naturally.

The kind of stories where players later say:

> "I swear there were two Scholars standing in that hallway."

or

> "I watched my teammate walk into that room and vanish."

or

> "The King walked past me and never looked at me once. That was somehow worse."

THE DREAD SYSTEM

Most horror games tell you when danger is nearby.

Calamity tells you that something is wrong long before it tells you what.

The Dread Meter represents a survivor's growing inability to trust their senses.

It does not make the player weaker.

It makes the world less reliable.

Stage One: Unease

The player begins noticing subtle abnormalities.

A shadow appears where it shouldn't.

A distant bell rings.

A figure stands at the end of a street before disappearing.

Footsteps occasionally seem out of sync with movement.

Nothing directly threatens the player.

Yet.

The goal is to make them question whether they actually saw anything.

Stage Two: Anxiety

Reality begins slipping.

Players may hear:

Someone calling their name.

A teammate asking for help.

Knocking behind walls.

Doors opening.

Many of these sounds are false.

The player now has to decide what deserves attention.

Stage Three: Distortion

The city itself starts lying.

A teammate may briefly appear around a corner.

An objective marker may move.

Windows may reveal locations that do not exist.

The player knows something is wrong.

The problem is figuring out what.

Stage Four: Terror

The Calamity has a foothold in the survivor's mind.

Visual hallucinations become stronger.

The environment feels hostile.

The survivor's position becomes easier for the Calamity to track.

The player isn't losing control.

They're losing certainty.

And uncertainty is often scarier.

SURVIVORS

Sentinel Recruit

"I thought the stories were exaggerations."

Young members of the Sentinel Order are often the first deployed during containment breaches.

Most have spent years training for threats they never truly believed existed.

Now they are facing proof that every nightmare in the old records was real.

Appearance:

Dark travel coats.

Protective armor plates.

Relic lanterns hanging from their belts.

Their equipment looks practical rather than heroic.

Ability: Flare Beacon

The Recruit can place a relic flare that illuminates corrupted areas.

The flare reveals hidden abnormalities, temporary distortions, and certain Calamity effects.

The light feels comforting.

Which is exactly why survivors tend to gather around it.

Royal Guard

"Someone has to stay."

Royal Guards were originally responsible for protecting the city's nobility.

Now most nobles are dead, missing, or evacuated.

The Guards remain anyway.

Because somebody has to.

Appearance:

Heavy city-issued armor.

Weathered cloaks.

Massive shields scarred by years of service.

Ability: Protect

The Guard can briefly intercept danger aimed at another survivor.

They cannot stop a Calamity forever.

But they can buy precious seconds.

Sometimes seconds are enough.

Scholar

"Knowledge is expensive."

Scholars spend their lives studying forgotten history.

Most never expected history to wake up and start chasing them.

Ability: Analyze

Can interpret relics, decipher clues, and identify objectives faster than other survivors.

The Scholar often becomes the group's guide.

Which also means they are frequently the first person the Calamity wants dead.

Engineer

"If it breaks, I fix it."

The practical backbone of most teams.

Engineers understand Sentinel machinery better than anyone.

They are responsible for restoring power, activating ancient systems, and reopening evacuation routes.

Ability: Improvised Tools

Repairs are completed significantly faster.

Engineers can also temporarily reinforce certain structures.

Priest

"Fear spreads faster than any plague."

The Priests of Aurelis have become vital during breaches.

Whether their faith is truly effective or simply reassuring hardly matters.

People feel safer around them.

Ability: Comfort

Reduces Dread buildup for nearby survivors.

Can help restore composure after particularly frightening encounters.

Courier

"Run first. Ask questions later."

Couriers know every alleyway, rooftop, and hidden path in the city.

When everyone else is trapped, they're often the only ones who know a way out.

Ability: Sprint

Short bursts of extraordinary speed.

Perfect for scouting, escaping, and delivering critical items.

CALAMITIES

Each Calamity should feel fundamentally different.

Not just mechanically.

Emotionally.

Every match should have its own flavor of horror.

THE HOLLOW KING

Title

The Last Monarch | The King of Nobody | He Who Rules the Ruins

---

Lore

Nobody remembers the kingdom he came from.

That is the terrifying part.

Records describe a civilization larger than modern nations.

Then one day it simply disappeared.

Maps changed.

History rewrote itself.

Only one thing remained.

Its king.

The Hollow King continues his eternal search for subjects.

His kingdom is gone.

His people are gone.

Yet he still believes he rules.

---

Appearance

Over twelve feet tall.

Ancient black armor fused directly into bone.

A crown of twisted metal permanently obscures his face.

Tattered royal banners trail behind him despite the absence of wind.

Every footstep echoes like distant drums.

He rarely runs.

He rarely speaks.

He simply arrives.

---

Horror Theme

Being watched by authority.

The feeling that something has already decided your fate.

---

Ultimate: The Kingdom Remembers

Ghostly citizens begin appearing throughout the district.

Thousands of silent figures wander the streets.

Some vanish when approached.

Some do not.

Suddenly every corner feels occupied.

And nobody knows who is alive anymore.

---

THE BLACK STAR

Title

The Thing Between Suns | The Silent Collapse | The Last Light

---

Lore

Some Sentinels believe it was born from a dying star.

Others believe it existed before stars.

Either way, its presence causes reality to weaken.

Distances become unreliable.

Time becomes inconsistent.

The world bends around it.

---

Appearance

Usually seen far away in the sky.

A dark sphere surrounded by impossible constellations.

Every time someone looks away and back again, it seems closer.

Nobody ever remembers it moving.

Yet it always does.

---

Horror Theme

Cosmic insignificance.

The realization that the universe does not care.

---

THE CHOIR BENEATH

Title

The Voice Under Creation | The First Song | The Final Hymn

Lore

The oldest Sentinel texts refuse to describe it.

Instead they contain warnings.

Entire pages blacked out.

Sections intentionally destroyed.

As though the authors feared even writing about it.

Nobody sees the Choir the same way.

Nobody hears the same voice.

Yet every witness agrees on one thing:

It always sounds familiar.

Horror Theme

Losing trust in reality.

Losing trust in other people.

Eventually losing trust in yourself.

THE WORLD SERPENT

Title

The End of Roads | The Deep Coil | The Horizon Eater

Lore

Unlike most Calamities, the World Serpent is undeniably physical.

Its existence is not subtle.

Entire districts collapse when it moves.

Mountains have been found bearing marks that resemble teeth.

Some believe it is attempting to reach something buried beneath Aurelis.

The Sentinels desperately hope that isn't true.

Appearance

You almost never see the entire creature.

Only pieces.

A massive eye staring through cathedral windows.

A scale larger than a house.

A shadow passing beneath the streets.

A distant shape moving beyond the city walls.

Your imagination does the rest.

Horror Theme

The fear of something unimaginably large.

The realization that you are beneath its notice.

ENDGAME — COLLAPSE STATE

Eventually the city begins to lose.

The bells stop ringing.

The streets empty.

The sky darkens.

The evacuation route opens.

And everyone understands the truth:

The district is already doomed.

Now the objective is not saving the district.

It's escaping before it becomes part of the Calamity.

Those final minutes should feel desperate, tense, and terrifying.

Not because the Calamity is stronger.

Because for the first time, survivors can clearly see just how much of the city has already been lost.

reddit.com
u/TheUnknownisKnownnot — 6 days ago

Forgotten Nightmares (Project since December 2024)

Forgotten Nightmares is an Asymmetrical Horror Game I made back on the 5th of December in 2024, originally inspired by Pillar Chase 2 (having killers such as Springtrap, Sammy Lawrence and Tinky Winky)

Originally named "Forsaken Nightmares" (before I changed it due to Forsaken's sudden popularity), this game has changed A LOT.

After not working on it for nearly half a year, I decided to bring it back.

It'll have a similar gameplay style to Outcome Memories, with escapes and there only being one of every survivor.

Killers:

3801_Y [Roblox Myth] (Starter), Samson [OC], The Beast [Flee The Facility], Tinky Winky [Slendytubbies]

Survivors:

Noob, Bacon, Guest, Builderman [WILL BE CHANGED TO OC NAMED "ERICK"], Joey, Angelina, Alison

Maps:

History [Related to 3801_Y], Facility_0 [Related to The Beast], The Mainland [Related to Tinky Winky], Liminal

I hope to finally finish this game by the end of this year.

Some OSTs (Such as the Shop Theme or Guest's Solo Theme) then check out the channel!

https://www.youtube.com/@forgottennightmaresrblx

also the discord server:

discord.gg/gmHGEUwNdQ

sorry for so much blabbering.

anyway here are the character renders (alison didnt have one yet) in order + some gameplay screenshots (only the first two are not 'outdated')

u/Otherwise_Ad_5170 — 8 days ago

New Rogue model being made...

Basically. I've been working on an ASYM for a while now and i wasn't really happy with the old design of Rogue, SO i've been working a new one in Blender! ITS STILL BEING WORKED ON AND IS NOT FINAL!

u/Top-Championship6446 — 9 days ago