Posted July 17, 2025 by Zachariah69
Hello guys, I'm Zachariah and I'm back with a new game - Nowhere Left.
When I started Nowhere Left, I wanted to make a horror experience that doesn’t just rely on jumpscares — but atmosphere, dread, and pressure.
I didn’t want a horror game where you feel in control. So, I locked the perspective — with an over-the-top camera system, players can’t look around freely without sacrificing movement speed. You’re not seeing what’s ahead… you’re watching yourself be watched.
I built a narrow, abandoned hotel corridor with multiple rooms. Each room can have a different interior and it never feels truly safe.
Then came the enemy — inspired by the Weeping Angels from Doctor Who. It moves only when you don’t look — but when frozen, it still watches you. Head slowly twitching, like it wants to move but can’t.
I also added:
A working flashlight system with custom animations
Randomized key spawn so every playthrough is slightly different
A locked door + keypad puzzle
Footsteps and positional 3D sound for both player and enemy
However, every new implementation brings in new challenges ugh... I finally realized the importance of booleans and if/else statements XD. I can totally relate to how the developer of Yandere Simulator felt when implementing the if/else statements. To make sure everything worked as intended, I lost count of how many booleans and branches I made in the blueprints lol. Moreover, navmesh can be such a pain in the ass to set up in corners. I couldn't for the life of me figure out how to make my AI turn corners properly without at least getting stuck once....
Still, this is my third game, and by far the most atmospheric and mechanic heavy. I'm still tweaking some animations and pacing — but if you're into psychological horror with creeping tension, I hope Nowhere Left lingers with you.