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Beardy77

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A member registered Jul 04, 2025

Recent community posts

Game Title: Sun Plague: Sol Duae Mortis Genre: Emergent Survival Horror (Inspired by Project Zomboid, Darkwood, and Green Hell) Platform: PC (Consoles TBD) Engine: Unreal Engine 5 (Nanite/Lumen) Team Status: Solo dev (Designer/Writer), seeking programmers, artists, and sound designers.

About the Game

Sun Plague is a hyper-realistic, emergent horror game set in quarantined Eastern Europe. Survive against two zombie strains (Solaris and Umbra) with sunlight- and sound-driven behaviors. No scripted narrative—stories emerge from gameplay.

Key Features:

  • Dual Zombie Threat:
    • Solaris: Sun-fueled berserkers that smash barricades at noon. At night, they slow to a crawl and go nearly blind (but don’t freeze).
    • Umbra: Nocturnal climbers with blue-tinged veins; react to material sounds (metal screeches, brick grinding, wood splintering).
  • Diegetic Survival:
    • Watch UI tracks vitals (blood sugar, infection).
    • Skills improve through use (e.g., suture wounds to unlock Medicine Tier 2).
  • Restricted Base-Building: Fortify existing structures (apartments, town halls) with material trade-offs (steel = durable but loud).
  • Sable-Inspired Art: Painterly textures, high-contrast lighting (golden sunsets vs. inky nights).

Lore is 95% Complete (see GDD). No writers needed—just implementers!

Roles Needed

1. Unreal Engine 5 Programmers

Skills Required:

  • UE5 Blueprints/C++, Nanite/Lumen optimization.
  • Implement:
    • Material-based sound systems (Umbra climbing: metal screeches, brick grinds, wood cracks).
    • Solaris day/night AI (aggressive at noon, sluggish/blind at night).
    • Diegetic UI (Casio watch, hand-drawn map).

Bonus: Physics-based barricading (drag furniture, hammer planks).

2. 3D Artists (Stylized Realism)

Skills Required:

  • Environment Art: Abandoned Eastern European buildings (clinics, factories).
  • Character Art:
    • 20+ survivors (e.g., mute priest with a bell, one-legged trapper).
    • Zombies: Solaris (cracked amber veins), Umbra (albino with blue-tinted veins).
  • Sable meets TWD:Telltales-Inspired Aesthetic: Painterly textures, soft lighting, drawn characters.

Portfolio Submissions: Show stylized realism/horror work.

3. Sound Designer

Skills Required:

  • Diegetic Audio:
    • Umbra climbing: brick grinding, metal screeches, wood snaps.
    • Player vitals (breathing/heartbeat changes as infection rises).
  • Ambience: Golden sunset winds vs. nocturnal whispers.

Bonus: Experience with UE5 audio middleware (Wwise/FMOD).

Project Status & Commitment

  • Current Progress: GDD, lore, and character designs finalized. Prototype in early stages.
  • Expectations: 5–10 hours/week. Discord for collaboration.


    How to Apply

    Reply with:

    1. Role (Programmer/Artist/Sound Designer).
    2. Portfolio/Relevant Work (ArtStation, GitHub, SoundCloud).
    3. Why you’re drawn to this project (e.g., "Love the Solaris day/night cycle").

    Contact: Discord Server

    Why Join?

    • Build a unique horror game with deep mechanics and a polished world.
    • No creative overhead—lore/design is ready to implement.
    • Potential for long-term collaboration.

    Samples:

    Game Title: Sun Plague: Sol Duae Mortis Genre: Emergent Survival Horror (Inspired by Project Zomboid, Darkwood, and Green Hell) Platform: PC (Consoles TBD) Engine: Unreal Engine 5 (Nanite/Lumen) Team Status: Solo dev (Designer/Writer), seeking programmers, artists, and sound designers.

    About the Game

    Sun Plague is a hyper-realistic, emergent horror game set in quarantined Eastern Europe. Survive against two zombie strains (Solaris and Umbra) with sunlight- and sound-driven behaviors. No scripted narrative—stories emerge from gameplay.

    Key Features:

    • Dual Zombie Threat:
      • Solaris: Sun-fueled berserkers that smash barricades at noon. At night, they slow to a crawl and go nearly blind (but don’t freeze).
      • Umbra: Nocturnal climbers with blue-tinged veins; react to material sounds (metal screeches, brick grinding, wood splintering).
    • Diegetic Survival:
      • Watch UI tracks vitals (blood sugar, infection).
      • Skills improve through use (e.g., suture wounds to unlock Medicine Tier 2).
    • Restricted Base-Building: Fortify existing structures (apartments, town halls) with material trade-offs (steel = durable but loud).
    • Sable-Inspired Art: Painterly textures, high-contrast lighting (golden sunsets vs. inky nights).

    Lore is 95% Complete (see GDD). No writers needed—just implementers!

    Roles Needed

    1. Unreal Engine 5 Programmers

    Skills Required:

    • UE5 Blueprints/C++, Nanite/Lumen optimization.
    • Implement:
      • Material-based sound systems (Umbra climbing: metal screeches, brick grinds, wood cracks).
      • Solaris day/night AI (aggressive at noon, sluggish/blind at night).
      • Diegetic UI (Casio watch, hand-drawn map).

    Bonus: Physics-based barricading (drag furniture, hammer planks).

    2. 3D Artists (Stylized Realism)

    Skills Required:

    • Environment Art: Abandoned Eastern European buildings (clinics, factories).
    • Character Art:
      • 20+ survivors (e.g., mute priest with a bell, one-legged trapper).
      • Zombies: Solaris (cracked amber veins), Umbra (albino with blue-tinted veins).
    • Sable meets TWD:Telltales-Inspired Aesthetic: Painterly textures, soft lighting, drawn characters.

    Portfolio Submissions: Show stylized realism/horror work.

    3. Sound Designer

    Skills Required:

    • Diegetic Audio:
      • Umbra climbing: brick grinding, metal screeches, wood snaps.
      • Player vitals (breathing/heartbeat changes as infection rises).
    • Ambience: Golden sunset winds vs. nocturnal whispers.

    Bonus: Experience with UE5 audio middleware (Wwise/FMOD).

    Project Status & Commitment

    • Current Progress: GDD, lore, and character designs finalized. Prototype in early stages.
    • Expectations: 5–10 hours/week. Discord for collaboration.


      How to Apply

      Reply with:

      1. Role (Programmer/Artist/Sound Designer).
      2. Portfolio/Relevant Work (ArtStation, GitHub, SoundCloud).
      3. Why you’re drawn to this project (e.g., "Love the Solaris day/night cycle").

      Contact: Discord Server

      Why Join?

      • Build a unique horror game with deep mechanics and a polished world.
      • No creative overhead—lore/design is ready to implement.
      • Potential for long-term collaboration.

      Samples: