
[NEW!]
I’ve made a major decision regarding the future of the project.
I switched from Unity to Unreal Engine 5.7 and completely rebuilt the game from the ground up.
The setting has changed as well: the game now takes place in Feudal Japan, with strong spiritual and horror themes. The world will feature elements such as a minor Koi god and an unsealed spirit, deeply tied to the narrative and atmosphere.
The map design has been fully rethought. The previous version was a generic forest with randomly placed locations and objectives. The new version is a carefully crafted environment with clear points of interest, meaningful navigation, and a strong visual identity. It’s designed to be both readable and striking, not just dark for the sake of it.
Because of these changes, I removed the old build and replaced the game page with screenshots from the new version.
This time, I won’t release a playable build until the core vision is properly in place. In the past, I rushed content just to have something to show, and the result was a game that didn’t reflect what I actually wanted to create. I’m not repeating that mistake.
Check the new screenshots on the Game page!
[OLD version]
[Screenshots Below]
Hello World!
I am working on a First Person Horror called Seventh Severance: Night of the Jafarro. It's a classic horror game on the likes of games like Slenderman. The goal of the game is to find 7 severed floating heads to clear a curse that causes a fog that doesn't let you leave the forest. To find these hads, you must explore this damned and spooky place while avoiding dangerous creatures hunting you down and solving puzzles to clear your way to the heads. Started working on this project just a week ago but I am super enthusiast by the progress I am getting and I wish to get something ready for the public on Steam before this Halloween.
Currently implemented mechanics:
> Dynamic footsteps that change based on the surface you're walking on
> Unstable flashlight that will turn off at random and most of the time will fail to turn on, forcing you to keep trying until it turns on
> Interactive ladders
> 7 heads to collect to clear the game
> Physics based doors system with creaking sound based on door's movement
> Enemies roaming the map and running into you if you get close, triggering a game over if they touch you
Mechanics I'm working on:
> Puzzles
> Heads spawning in random locations at each run, allowing the player to play the game multiple times, each time with different places to visit and puzzles to complete to finish the game
Future mechanics:
> Lore
> Cutscenes
> Interesting hidden objectives for achievements
Planned DLC:
A whole huge mansion to explore.
Why planning it as a DLC and not releasing it in the full game? Well because it's going to be so big that it's going to be like a second game, and instead of exploring a forest you'd be exploring just one (although huge) building inspired by Resident Evil 1. If the base game sells enough I am planning to release the DLC for free as a sort of celebration. Oh and if I actually manage to finish the game sooner than expected, I'm starting to work on this DLC and try to include it in the main game
So far I've been working on the game in my free time with 0 budget, so I am looking for donors to support the game development, let me know in the comments if you are interested. Will be giving a key to anyone who supports me with at least 10€.
Will you release a playable demo here on Itch?
Most likely yes, once I've got enemies, puzzles and intro/outro sorted out. Currently you can explore the map but there are like 5 points of interests and no enemies, the only thing you can enjoy currently is the setting.








