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:
- Role (Programmer/Artist/Sound Designer).
- Portfolio/Relevant Work (ArtStation, GitHub, SoundCloud).
- 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: