Static

A first-person psychological horror game focused on tension, perception,
and learning the rules through observation rather than UI.

Highlights

  • Enemy behavior changes based on where the player is looking

  • Tension built through limited visibility and spatial awareness

  • Stealth-focused encounters that punish careless movement

  • Environmental cues that teach mechanics without explicit instruction

Steam Release Jan 29th

Designing Fear Through Perception
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A short breakdown of how Static creates tension through player observation.

Core Rule

When the enemy is unobserved, it advances toward the player while visual clarity degrades and static noise intensifies with proximity.

When observed, movement halts, blur clears, and all noise stops immediately.

Observed vs unobserved enemy states with visual feedback
Escalation Through Pressure

Tension escalates by stressing the same rule: static grows louder as the enemy closes distance, while increased blur and environmental obstacles make navigation progressively harder.

Teaching Without UI

Players infer enemy distance through sound and learn the danger of broken attention through impaired visibility, allowing the system to be understood through consequence rather than explicit instruction.