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[Horror] GET OUT — Stealth horror with an adaptive pursuer

A topic by MamoruSan created 18 hours ago Views: 46 Replies: 3
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GET OUT is a short first-person stealth horror game set inside an isolated building.

The player must explore the location, find the tools needed to restore the power and escape while avoiding a humanoid creature hunting through the building.

The pursuer patrols rooms, investigates noises, remembers the player’s last known position and continues searching after losing sight of them. During a chase, it can interact with doors and break through obstacles.


The current demo already includes the main escape objective, exploration, interactive items, noise distractions and the core pursuer AI.

I am currently improving the creature’s behaviour, hiding mechanics, level pacing and objective clarity.

The project is being developed by a solo developer using Unreal Engine and Blueprints.


Demo:

https://mamoru-san.itch.io/get-out

I am especially interested in feedback about the pursuer AI, the clarity of the objective and the pacing of the opening section.

I will use this thread to share major development updates and future demo versions.

Development Update — Preparing GET OUT Demo 0.1.1

After releasing the first demo, I found a few issues that needed attention.

Version 0.1.1 is mainly focused on polishing the existing build. Hints and objectives should now work correctly, the camera no longer behaves strangely during the monster’s execution animation, and stamina drain and recovery have been rebalanced.


I am also adding an optional 1 HP mode, where any hit from the monster is fatal.

There is still one inventory issue left to fix before the update is ready, so I am continuing to test the build.

Once everything is stable, I will publish the full changelog and release version 0.1.1.

[advice to UE developers] - While testing GET OUT, I found an inventory error that was generating thousands of warnings.

The system was checking Inventory[0] every frame, even when the inventory array did not contain any elements. Because the call was connected to Tick, one small mistake quickly flooded the log.


I fixed it in two places. The inventory now creates its expected slots on BeginPlay, and the function that retrieves the active item checks the index with Is Valid Index before reading the array. If the index is invalid, it returns an empty item value instead.



The warnings are now gone, and the inventory can safely handle cases where no items are available.

The main lesson was simple: index 0 does not guarantee that the first element exists. An empty inventory slot and an empty array are two different states, so the safest place for the check is inside the shared function used to access inventory items.

This fix will be included in Demo 0.1.1.

GET OUT Demo 0.1.1 is now available

GET OUT Demo 0.1.1 has been released.

This update fixes several issues found after the first public build, including the previously mentioned inventory error.

Hints and objectives now work correctly, stamina behaviour has been adjusted, and the camera issue during the monster’s execution animation has been fixed. The update also adds an optional 1 HP mode, where any successful monster attack is fatal.

The full changelog and updated build are available here:

https://mamoru-san.itch.io/get-out/devlog/1592231/get-out-demo-011-gameplay-fixe...

Feedback is still welcome, especially regarding objective clarity, stamina balance and the pursuer’s behaviour.