The struggle between Light and Dark

When making a horror game an important ingredient is the darkness. When in a dark place people tend to be more easily spooked and have a more vivid imagination, a genetic heritage passed on from our ancestors who were hunted by predators at night. Taking advantage of this is important and just changing the light level of an environment can make a huge difference in the scare factor.

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Unknown – Status update

After over a year of technology development and prototyping we are finally at the tipping point as ideas comes to life on the screen in front of us. With our very first early version of “Unknown” ready, we are more confident than ever that we are on the right track as to what will become a great horror game. With the previous award winning Penumbra series to live up to we have been working hard on coming up with a concept that improves the already winning formula – horror without violence. With “Unknown” we have started from the very beginning – creating a new game engine, development tools, re-thinking and improving the physics interaction, evaluated every little part of Penumbra as to figure out the best way to create the experience.

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