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Asymmetric horror · In development

EvsE

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.

  • Unreal Engine 5.4 · C++
  • 1–4 explorers vs 1 entity
  • Built solo

Sanity measures your real fear

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.

The entity's view of the house

Key features

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.

La Llorona
The Mimic
The Poltergeist
The Demon

Proximity voice chat

Your friends only hear you when you are close, and so does the entity. Group up from the menu and go in together.

Loot that persists

Five rarities, an inventory, a shop and gear that carry over between matches. Die, and you lose everything you were carrying.

20+ puzzles, a different one each match

Sequences, codes, items to find and carry. Every night draws a new one, so a house never plays the same twice.

The maps

The house

The first map: a large furnished house where the evidence moves every match.

The abandoned hospital

Two floors at night, with its own clues, loot and puzzles.

The Hampel Mansion

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.

The Quinta Orsini

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.

The boarding school

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.

Under the hood

One developer, AI-assisted workflows, and the engineering habits of a product team.

  • Unreal Engine 5.4, C++ first

    Gameplay, sanity, entities and UI live in C++, across more than 500 source files.

  • Online multiplayer

    Replicated gameplay over Steam networking, with friend groups and proximity voice chat.

  • AI opponents and allies

    AI-driven entities and bot explorers make solo play possible on both sides, on every map.

  • Maps as code

    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.

  • Automated tests

    Over 100 Unreal automation test files, plus smoke tests that launch the packaged game on each map before a release.

  • Versioned releases

    Tagged builds with release notes and screenshots for every version, published here automatically.

Unreal Engine 5.4C++Steam networkingGame AIPythonBlenderAutomation tests

Coming soon to Steam

Early Access is planned with five maps, four entities and 1–4 explorers per match. The game is in Spanish for now.

Latest updates

Every version, newest first, with what changed and how it looks. Release notes are written in Spanish.

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