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The 'sound is your sight' concept is one of those design choices that sounds simple but has massive implications for how tension actually works. Horror leans so hard on visual scares - darkness, jump cuts, monster designs - and stripping that away forces the whole thing to live or die on audio alone. That's a bold call.

What I'm curious about is how you handle spatial awareness. Are players building a mental map through echoes and footsteps, or is it more abstract? Games like Blind Drive went the abstract route and it worked really well, but a grounded horror version of that could hit completely differently.

Also - solo project on something this concept-heavy is genuinely impressive. Audio-first design has no safety net. If the sound design isn't there, the whole experience falls apart. No visuals to cover for it.

Adding this to my list.

Thanks for your interest!

I really wanted to experiment with stripping away a basic sense like sight to see how it shifts the tension and changes the atmosphere. It’s been a challenge, but a rewarding one.

Even now, I find myself replaying it over and over to beat my own record. It gets genuinely intense when you spin around, lose your orientation, and realize you have to make “noise” just to find your bearings again - even though that sound is exactly what puts you in danger.

I’ve noticed it’s a real workout for spatial memory and situational awareness. A friend of mine even started drawing a physical map on paper while playing just to keep track! It’s definitely a unique experience.

Thanks again for the support, and I hope you find exactly what you’re looking for!