Main Menu
Intro
Flashlight
Hostel
Corridor
Gate
Gun
CSE
Gameplay
Office
Enemy
Key
HOD
Darkness

ECLIPSE OF FEAR

ROLE Game Designer & Developer
ENGINE Unreal Engine 5
GENRE Survival Horror
DURATION 1 Month
PLAY ON ITCH.IO ↗

3D Prop Artist: Abhinav Das | Design & Development: Karuna Ketan

Game Overview

What creates more anxiety: Ghosts or Paperwork?

Eclipse of Fear is a first-person survival horror prototype set in a college campus after midnight. What begins as a simple, relatable student task of submitting mandatory leave forms escalates into a tense survival experience as enemies, resources, and the environment itself grow increasingly hostile.

The project focuses on creating fear through pressure, pacing, and systemic escalation rather than scripted jump scares or inflated enemy counts.

Why This Project Exists

  • First complete survival horror project built fully from scratch.
  • Unreal Engine 5 learning project shipped as a playable prototype.
  • System-driven horror experiment focused on mechanics over spectacle.
  • End-to-end ownership: Concept, Level Design, BP Scripting, and UI.

Primary Design Goals

  • Ground the Horror: Use a real college campus so players read space based on intuition, not waypoints.
  • Invisible Tutorials: Teach mechanics through lighting and inner thoughts to avoid immersion breaks.
  • Systemic Tension: Increase difficulty based on player progression, not random spikes.

Design Pillars

1. Grounded Horror

A realistic college campus becomes unsettling through lighting, sound, and scarcity, making players uneasy without relying on monsters.

2. Lives as Papers

Traditional health was replaced with three physical leave forms. Each death burns one paper, making failure feel narrative and emotional.

3. Inner Thoughts

Tutorials are replaced with the protagonist’s thoughts, subtly teaching mechanics while maintaining total immersion.

4. Escalation

Completing objectives makes the world more dangerous instead of safer. Success triggers tension, not relief.

Game Aesthetic & Progression

I start off by setting a clear experience pillar: Fear through Pressure.

This became my "why" for every design decision. I wanted to avoid the power fantasy typical of shooters. Instead, I focused on vulnerability.

The aesthetic is one of Academic Horror—dark corridors, locked faculty offices, and the oppressive silence of a campus at night. I adopted a top-down approach: defining the emotional curve (Curiosity → Anxiety → Panic → Relief) and building systems to service that curve.

Narrative Structure

ACT I: Setup

Hostel Zone. Teaches movement safely. Introduces the Flashlight as a necessity. Intrigue is placed about the forms.

ACT II: Pressure

Academic Block. Exploration opens up. Finding the Gun triggers the first Minion wave. The genre shifts to survival.

ACT III: Climax

Key Hunt. The Boss ("The Eclipse") appears. The final run back to the hostel tests every mechanic learned under maximum pressure.

Characters & Enemies

The Minions (Pressure Builders)

Designed in 4 waves to escalate tension. Logic implemented using UE5 Behavior Trees.

  • Wave 1: Slow, low damage (Learning).
  • Wave 2: Faster movement (Pressure).
  • Wave 3: Aggressive (Panic).
  • Wave 4: Peak speed (Desperation).

Sensing Interval: 0.05s (Alert but fair, relative to player movement speed).

Minion Combat Gameplay
The Eclipse Boss Chase

The Eclipse (Inevitability)

Represents the looming deadline. A relentless force that cannot be easily stopped.

  • Behavior: Stalks the player globally.
  • Stats: High health, low damage output per hit, but relentless tracking.
  • Goal: To drain resources (ammo/stamina) and force movement.

Sensing Interval: 0.02s (Feels smarter/faster than minions).

Core Gameplay Loop

The core loop is designed to oscillate between tension and short moments of relief to prevent fatigue while maintaining fear.

  • ➔ Explore
  • ➔ Avoid or Confront Enemies
  • ➔ Manage Light, Stamina & Ammo
  • ➔ Identify Objectives
  • ➔ Deliver Forms (Escalation Trigger)
  • ➔ Survive the Exit
Core Gameplay Loop Diagram

Iteration: From Sketch to Atmosphere

Following the design pillar of "Grounded Horror," I iterated from 2D paper layouts directly to high-fidelity lighting passes. The goal was to ensure the layout generated anxiety before placing a single enemy.

Phase 1: Concept Early Level Layout Sketch
Phase 2: Execution Final Atmospheric Lighting

Comparing the initial layout logic vs. the final atmospheric implementation in UE5.

Level Design: Semi-Open World

The campus is designed as a Semi-Open World. Unlike a linear corridor shooter, the layout features interconnected buildings (Main Building, Resource Buildings, Hostel) with gated paths.

I designed the flow to force players to criss-cross dangerous open areas to reach specific buildings (MB1, MB2), increasing the risk of encounters with every objective completed.

Level Top-Down Map

Top-down view of the campus showing interconnected buildings and gated paths.

Lighting as Guidance Diagram

Visual language of light guiding the player.

Navigation by Light

Inspired by The Last of Us and Resident Evil 4, I defined a strict visual language using light to guide players without UI markers.

  • Yellow Light: Critical Objectives (Ammo, Keys, Forms).
  • White Light: Safe paths and accessible doors.
  • Red Light: Danger zones and locked areas.

System Breakdowns

System 1: Enemy Wave Escalation

I designed a 4-wave progression system where difficulty scales via Speed and Behavior rather than just health pools.

  • Wave 1 (Tutorial): Slow movement, Low damage. Purpose is to teach aiming and spacing.
  • Wave 2 (Pressure): Faster movement. Purpose is to test reaction time under mild stress.
  • Wave 3 (Tension): Aggressive behavior. Purpose is to force snap decisions between Fight or Flight.
  • Wave 4 (Climax): Peak speed, minimal error margin. Purpose is to force resource dumping or perfect stealth.

The system escalates emotion through behavior changes rather than raw stats.

System 2: Diegetic Health & HUD

Paper Lives Burning UI Animation

To maintain immersion, I replaced standard "hearts" with UI Forms. Hearts didn't make sense for a horror game.

  • Concept: The 3 paper icons in the UI represent the player's 3 lives.
  • Mechanic: The circular gauge tracks immediate Health (Red). If it hits zero, the player "dies," and one of the UI forms burns away to trigger a respawn.
  • Psychology: Watching your life (form) physically burn creates a stronger sense of loss than a generic game-over counter.

System 3: Inner Thoughts (Navigation)

Contextual hints triggered by invisible volumes replace UI markers. This keeps the player in the world.

  • Narrative Hint: "It’s too dark. I need some light..." prompts the player to use the Flashlight.
  • Teaching Hint: "I can't fight them like this... the old security station in the H5 block." prompts the player to find the weapon.
  • Technical Implementation: Box triggers cast to the player HUD to spawn a 3D Widget component at the actor's location, ensuring the text is always readable regardless of player rotation.
Inner Thoughts Mechanic Gameplay

Diegetic guidance: The text floats in 3D space near the trigger.

Design Pivot: Fear Lockdown

Why I Cut My Favorite Feature

I originally designed a system called "Fear Lockdown." The concept was that completing an objective didn't make you safe—it made the world hostile.

Every time you delivered a form, the environment would permanently change: lights would flicker and die, alarms would scream, and new enemy spawns would trigger in previously safe rooms. The goal was to make the player fear their own success.

Decision: Due to time constraints, I cut this to focus on polishing the core AI waves.
Lesson: Strong ideas are only valuable if they support completion. Cutting features is a design decision, not a failure. It allowed me to ship a stable core loop instead of a buggy mess.

Uncut Gameplay Walkthrough

A complete, unedited playthrough showing the full pacing curve, from the initial quiet exploration to the final climactic escape.

Post-Mortem

What Went Right

  • Atmosphere successfully communicates danger.
  • Game feels complete with a start, middle, and end.
  • "Lives as Papers" mechanic resonated emotionally.

What Went Wrong

  • AI pathfinding struggled in narrow corridors under peak enemy clustering.
  • Early scope creep: focused on assets before verifying mechanics.

What I Learned

  • Prototype core loops before polishing details.
  • Small numeric changes dramatically impact emotion.
  • Progress visibility is critical for solo motivation.

Documentation

Comprehensive technical documents covering system mechanics and level design.

These documents are designed for quick skimming, focused on systems architecture, AI logic, and data balancing.

Game Design Document (GDD)

Deep dive into the core mechanics, AI behavior trees, and the "Lives as Papers" health system logic.

Technical Data Sheets

Raw data tables covering player movement speeds, weapon fire rates, and enemy damage scaling per wave.

Process: From Paper to Engine

Before entering the engine, the level flow, enemy placements, and save systems were planned on paper. These raw sketches show the early thinking process.

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