In Development

Abandoned Horror

6v1v1 Asymmetrical Multiplayer Horror

"Reality breaks where guilt lives."

A cinematic cosmic horror experience where six Victims confront consequence inside the Shattered Realm while one Beast and one Maniac turn memory into a weapon. Built around role pressure, map distortion, and high-stakes endgame escapes.

Unreal Engine 5Cross-PlatformEOS Cross-ProgressionDedicated ServersRole-based MMR

"You can leave, but you cannot escape."

"The Rivenlight remembers everything."

Core Fantasy

Cosmic Consequence Horror

Abandoned Horror treats fear as consequence. Every role, objective, and distortion is tied to guilt, cruelty, and memory that refuses to stay buried.

Grounded Tension Into Unreality

Early match spaces feel plausible and lived in. As pressure rises, geometry, light, and audio fracture into impossible states near endgame escape windows.

6v1v1 Role Collision

Six Victims coordinate objectives while one Beast and one Maniac contest map control, time pressure, and execution tempo from different threat profiles.

Match Loop

01

Spawn and Orientation

Victims enter a familiar memory-space with subtle anomalies. Beast and Maniac initialize pressure lanes and scouting routes.

02

Objective Pressure

Victims solve grounded objective interactions while managing fear, stamina, and noise. Killers force split decisions and bad rotations.

03

Down and Judgment

Downed Victims trigger cinematic multi-stage Judgment sequences. Team decisions determine rescue risk and late-match tempo swing.

04

Distortion Escalation

Map distortion intensity increases through audio-first signals, then geometry and sightline disruption as endgame approaches.

05

Remnant Gate Endgame

Escape requires stabilizing emotional resonance under peak threat. Victims win through execution, pathing discipline, and timing.

Role Overview

Victims (x6)

Navigate objective routes, preserve team tempo, and survive pressure from two independent killer roles with different pursuit identities.

Beast (x1)

Primary pressure anchor. The Beast controls pursuit flow, forces route collapses, and punishes open-map indecision.

Maniac (x1)

Chaos and conversion specialist. The Maniac weaponizes panic windows, isolation, and cleanup after rotations break down.

World and Map Design

The world is constructed as memory architecture. Early matches stay grounded while late-match pressure reveals spatial distortion and impossible continuity.

Hall 13: The Abandoned School

A condemned school that appears in everyone's memory but belongs to nobody's blueprint. Familiar at first, then deeply wrong.

Key Zones: Classrooms A-E, Gymnasium, Cafeteria, Boiler Room, Library, Main Office.

Perfect Street: Suburban Fracture

A cul-de-sac built from domestic neglect and bystander failure, where quiet spaces hide long consequence trails.

Key Zones: The Silence House, Cul-de-Sac Center, Community Park, chained backyards, storm drains, Red Door house.

Lanebreaker Lanes: Bowling Alley

A memory trapped between neon joy and preventable tragedy. Strong corridors, tight mind-game pockets, and mechanical chokepoints.

Key Zones: Lane Corridor, Arcade Maze, Pinsetter Tunnels, Manager Office, Ball Return Chambers, rooftop access.

Character Bible

Beasts

Clisa: The Cosmic Ascended

A calm but unsettling anchor entity whose grief bends space around her.

The First Broken

A baseline Beast built around trembling idles and explosive commitment windows.

The Spindle Mother

Tall thread-like silhouette with approval-hunting body language and unnerving control posture.

The Lanebreaker

Neon-cracked industrial brutality tied to bowling-mechanical motion and rotational pursuit style.

Remnants

Derek Hauler

A preserved soul of compassion that appears in loops, traces, and resonance-sensitive spaces.

David Manana

A preserved soul of warning and regret visible through messages, reflections, and safe-room artifacts.

Victims

Emma Ruiz

Avoidance-focused survivor identity with stealth tradeoffs and delayed recovery consequences.

Marcus Hale

Aggressive interaction bursts with loud post-action risk and trackable breathing exposure.

Leah Bram

Misdirection profile using visual afterimages and subtle audio tells to split killer commitment.

Noah Vance

Pressure-soak rescuer who can briefly suppress panic spikes for nearby allies but suffers extended exhaustion after clutch saves.

Iris Caldwell

Route-reader specialist who marks high-risk pathways for teammates, but each reveal leaves a short visual trace killers can exploit.

Tobias Quinn

Decisive objective closer with rapid interaction bursts under stress, trading speed for louder post-action audio signatures.

Progression and Live Operations

Progression Systems

  • Echo Level account progression via match contribution and event participation
  • Character Mastery unlock tracks for Victims and Beasts
  • Remnant Collection nodes for lore shards, logs, images, and memory branches
  • Shatterpoint scoring focused on contribution, risk, and presence

Season and Economy Rules

  • Season cadence targets 8-12 weeks per chapter
  • Each season introduces role content, distortions, or corruption variations
  • Store policy is cosmetics and narrative DLC only, with no pay-to-win advantages
  • Roadmap designed for scalable live updates without hard gameplay resets

Technical Architecture

  • Unreal Engine 5 foundation (Lumen, Nanite-ready environments, Enhanced Input)
  • Gameplay Ability System for abilities, status effects, cues, and scalable content wiring
  • Epic Online Services for cross-play, lobbies, and cross-progression identity flow
  • Dedicated authoritative server model for fair match outcomes and secure progression writes

Development Roadmap

  1. Phase 01

    Pre-Production

    Foundation

    Lock game pillars, role identity, and core movement while validating online and technical assumptions early.

    Rivenlight, Judgment, and Remnant Gate loop lockHall 13 initial blockout and traversal testingEOS cross-play and account flow spike
  2. Phase 02

    Vertical Slice

    Proof

    Ship one polished slice that proves tone, flow, and production quality from spawn to endgame resolution.

    One Beast + two Victims at playable depthHall 13 near-final art and audio passFull Judgment sequence pipeline integration
  3. Phase 03

    Full Production

    Scale

    Expand maps, roster, progression, and live tools while preserving performance and netcode stability.

    Three launch-ready mapsCore Beast and Victim roster expansionProgression, cosmetics, and live data tooling
  4. Phase 04

    Alpha / Beta / Launch

    Polish

    Run balancing, telemetry, and stress coverage to finalize launch quality and post-launch cadence readiness.

    Content-complete alpha and bug stabilizationBroader beta telemetry and optimizationPolished launch build with roadmap visibility

Buy Options

Platform store links are being finalized. Buttons are ready and will go live as soon as each storefront URL is approved.