The Darkening – Survival Horror
Set in the Red River Gorge, this standalone horror experience combines first-person, point & click, and 2D/2.5D gameplay. Developed by Periltek, the creators of The Red. Each episode can be downloaded individually through a live story system, letting players experience it like a show or anthology, uncovering journals and character backstories from multiple perspectives.
Core Gameplay Loop
Explore, prepare, survive, uncover lore.
- Explore realistic environments: home, nature, landmarks
- Prepare for camping trips: inventory, vehicle, campsite
- Survive "The Darkening" using light mechanics and movement
- Uncover lore & personal stories through interactive objects and NPCs
Narrative Structure
Prologue and episodic story progression.
- Prologue: Player prepares for camping in Rockford apartment
- Visit Bryant’s Outdoor Goods for supplies
- Level progression with escalating horror events
- Interactive objects reveal personal & regional lore
The Event: "The Darkening"
Dusk event changes everything.
- Wildlife panic, eerie bird calls
- Radio emergency broadcast, distant screams
- Darkness spreads like a sentient force
- Light becomes the only sanctuary
Light Mechanics
Sanctuary zones, light bleed, adaptive AI.
- Sanctuary Zones: Lighted areas protect the player
- Light Bleed: Excess light attracts darkness
- AI Behavior: Stalker, Mimic, Helper, Environmental
- NPCs may help or betray
Systems & Mechanics
Inventory, camp simulation, mobile episodic content.
- Inventory & Prep: Items affect survival, limited space & weight
- Camp Simulator: Tent setup, fire management, cooking, radio use
- Mobile Version: Episodic content via Unity Addressables, point & click interface
Lore & Worldbuilding
Environmental storytelling, immersive history.
- Museum of the Red: RRG history & folklore
- Deep Red Mine: Subterranean mystery
- Brochures & Radios: Environmental storytelling
- Apartment Objects: Personal history & emotional grounding
Art & Atmosphere
Visual style, sound, immersive UI.
- Visuals: Realistic with stylized lighting
- Sound: Nature ambiance, radio static, distant chaos
- UI: Minimalist diegetic interfaces (phone, radio, journals)
Release Plan
Phased rollout across mobile, PC, and console.
- Phase 1: Mobile episodic prequel
- Phase 2: Full PC release (HD, expanded mechanics)
- Phase 3: Console adaptation (TBD)