Four entities, four ways to hunt
La Llorona, the Mimic, the Poltergeist and the Demon. Each one hunts in its own way; play as one or face an AI-driven entity.
Asymmetric horror · In development
Explorers vs Entities
Don't scream. It's listening.
Up to four explorers walk into a haunted house with a flashlight, a camera and very little time to film evidence, solve its puzzle and get out with the loot. One entity waits inside. The twist: your sanity breaks from what you really do in front of the screen.
Your microphone is live. Scream and the entity hears you. Run, stand in the dark or turn your back on a room, and your sanity drops. Everything a frightened person does brings you closer to breaking.
The explorer never sees their own sanity; they only feel it as shaking hands and dropped objects. The entity sees it over every head and knows exactly when to strike. Recovering costs dearly: you close your eyes and breathe, blind while it hunts you.
La Llorona, the Mimic, the Poltergeist and the Demon. Each one hunts in its own way; play as one or face an AI-driven entity.
Your friends only hear you when you are close, and so does the entity. Group up from the menu and go in together.
Five rarities, an inventory, a shop and gear that carry over between matches. Die, and you lose everything you were carrying.
Sequences, codes, items to find and carry. Every night draws a new one, so a house never plays the same twice.
The first map: a large furnished house where the evidence moves every match.
Two floors at night, with its own clues, loot and puzzles.
Four floors from cellar to attic, a garden all around and a puzzle in several stages. Traced from plans hand-drawn by the architect Nicolas Hampel.
A perfumers' villa under a storm that never stops: a chapel, a tower with a lightning rod, a greenhouse, a privet maze with a gazebo, and the family pantheon with its crypt.
A nuns' boarding school closed for decades: a cloister around a well, a chapel with a choir, the bell tower and, below, the vaulted crypt, the ossuary and the cemetery.
One developer, AI-assisted workflows, and the engineering habits of a product team.
Gameplay, sanity, entities and UI live in C++, across more than 500 source files.
Replicated gameplay over Steam networking, with friend groups and proximity voice chat.
AI-driven entities and bot explorers make solo play possible on both sides, on every map.
Layouts are Python data, validated and built into Blender by script, then dressed in Unreal by re-runnable tools. A map can be rebuilt from scratch.
Over 100 Unreal automation test files, plus smoke tests that launch the packaged game on each map before a release.
Tagged builds with release notes and screenshots for every version, published here automatically.
Early Access is planned with five maps, four entities and 1–4 explorers per match. The game is in Spanish for now.
Every version, newest first, with what changed and how it looks. Release notes are written in Spanish.
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