Working on a dark apocalyptic survival game

Hey everyone! I’m in the process of creating a horror survival game set in a devastated world. The focus is on an extremely dark and bleak environment where players must maneuver through a fallen society. I’m aiming to mix resource management with psychological horror elements.

One of my main difficulties is finding the right balance between horror features and engaging gameplay mechanics that don’t frustrate players too much. I want to elicit feelings of dread and despair that are typical in dystopian settings, yet I also want the game to be enjoyable and playable.

Has anyone else taken on similar projects? I would love to know about your experiences with horror game development, particularly regarding how to sustain that eerie atmosphere throughout. Any advice on game design or storytelling strategies that are effective in this genre would be greatly appreciated!

Focus on sound design. Subtle ambient noise can build tension way better than jump scares.

Environmental storytelling works great for apocalyptic games. Let the world itself tell the story through visual details.

The atmosphere thing is huge but don’t neglect the survival mechanics. I’ve played too many horror games where managing hunger or thirst becomes more annoying than scary. Make sure your resource scarcity actually adds to the dread instead of just being tedious busywork. Maybe tie the psychological elements directly into the survival stuff, like having fear affect how efficiently you use resources or something.

Lighting can make or break that kind of atmosphere. Having areas where your light source is limited really amps up the tension naturally.

In a lot of great horror survival games, giving players real choices can ramp up the fear factor. When every option feels risky, it adds a layer of psychological tension that’s more effective than just relying on jump scares. For example, players might face decisions like whether to brave a dangerous building for supplies or stay outside and risk being caught by something lurking. The dread really kicks in when they know the choice could lead to their demise.