Dev Update #1 – When the Lights Went Out (October 2025)




When the Lights Went Out
“The mansion remembers every flicker and whisper.”
“It’s been a quiet stretch of late-night builds and caffeine — but the mansion is finally starting to breathe.”
This first dev update for Hollow Despair – The Path dives into the atmosphere work we’ve been building:
dynamic lighting, persistent world logic, and subtle hauntings that react to where — and who — you are.
Evolving the World
Every hallway now holds its own memory.
Turn a light back on, and you might notice what changed while you were gone.
The goal has always been to make fear feel alive — not through jump scares, but through presence.
Tools Behind the Fear
This slice runs fully in Unity HDRP, with a custom persistence system that remembers small choices.
The mansion’s power grid, lighting volumes, and even the fog now tie together to build tension in silence.
What Comes Next
The next milestone focuses on tightening the upstairs events and layering new voice-over beats.
I’ll also be sharing playtest details soon — if you’d like early access, join here:
BlatantPixels.com/playtest
Feedback
Your feedback keeps the lights flickering.
Drop a comment below or reach me through BlatantPixels.com
What kind of horror lingers with you?
Thanks for walking this path with me.
“Follow for future dev updates — the silence won’t last forever.”
— Oren G. / Blatant Pixels
Hollow Despair – The Path (Vertical Slice)
A psychological horror experience about guilt, loss, and the echoes that linger in silence.
| Status | In development |
| Author | Ren |
| Tags | Atmospheric, Creepy, Exploration, First-Person, Psychological Horror, Singleplayer, Story Rich, Unity |
| Languages | English |
| Accessibility | Configurable controls |

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