Preview: A Wake Inn – Old-Timey Horror

A Wake Inn

There are a couple of exciting looking horror titles coming to virtual reality (VR) headsets this year, with VR Bros’ A Wake Inn being one of them. VRFocus has been closely following its development for a while now, thanks to its narrative which finds you embodying a mechanised doll as well as its central gameplay where you’re confined to a wheelchair for the entire experience. The studio has now released a taster of what’s to come, showcasing an experience which keenly understands VR technology and how suspense can be created without scary monsters jumping out at you.

A Wake Inn

A Wake Inn isn’t unique in placing the player inside a wheelchair but unlike Last Labyrinth, for example, you’re in direct control of the chair, providing both gameplay and narrative context. Because of this, A Wake Inn doesn’t lend itself to an action-oriented experience. There are frantic moments which can almost make you feel completely helpless against the denizens you encounter, highlighting and teaching you to be cautious at all times. In turn, this ramps up that uncertainty of what lurks around each corner.

VR Bros has crafted a world set within the mysterious Silver Inn Hotel, where you wake up as a human-sized doll with no idea who you are or why you’re there. You do have company though, as Doctor Finnegan who owns the building talks to you over shortwave radio, piecing some of the story together. The rest you have to figure out by exploring the hotel, finding notes from past occupants as well as old-timey video reels. Of course, you’re not given free run of the place as there are more dolls wandering the hallways which aren’t wheelchair-bound and mindless in their aggression towards you.

With the scene now set, VRFocus got a nice 2-hour demo out of A Wake Inn, able to test out the various movement and puzzle mechanics. Right from the off, A Wake Inn doesn’t conform to the usual videogame tropes such as tired menu systems you have to scroll through. Refreshingly, in a very steampunk style, you instantly find yourself in the wheelchair surrounded by various knobs and dials which help you switch the options on and off. It’s this type of nod to VR that VRFocus keenly looks for, mechanisms which easily ground you in the experience.

A Wake Inn

The idea behind the wheelchair is about comfort. Ensuring that most players won’t be put off trying to explore the Silver Inn. So naturally, the first thing you have to try is wheeling yourself around, operating exactly as you’d expect by grabbing the wheels and pushing. There’s even a handy handle on the left-hand side to raise or lower yourself in the chair for an optimal position. The team could easily have stopped there but you have two additional locomotion options available, a joystick which can be swapped to either side of the wheelchair or teleportation; offering up a rather cool looking metal hand you can swap to.

During the demo, VRFocus found the joystick the most accessible out of all the methods. It’s permanently there making it easy to grab and remote control yourself through the hotel, yet it is a little slow. Going straight for the wheels offers improved speed yet trying to turn proved to be a bit inconsistent, practice definitely required there. Teleporting worked as well as you’d expect, although the distance is a little short and reduces the immersion.

The wheelchair also comes with plenty of other components to play with. Upfront you’ve got a storage box to place fuses and other useful items in. It also serves as an interactive menu, with home, save and load save buttons – yes you can manually save which is always a boon! There’s a convenient hook to pop a movie reel onto for easy storage and another for a big flashlight which takes rather large batteries – essential for the dark hotel corridors. Its interactive elements like these which VRFocus loves about A Wake Inn, properly thought out additions which add up to one cohesive whole, and a decent sense of presence.

A Wake Inn

That first time coming across one of the dolls wandering the hotel was immensely fraught as they’ll instantly charge. When that happens options are few, smashing them around their sketchy looking faces with the flashlight didn’t seem to do much and the stun grenades have to be used very wisely. The only real option is to escape as fast as possible. Which is where A Wake Inn could falter as death came often due to the movement either being too slow or too erratic.

Even so, A Wake Inn still offers an exciting prospect for VR horror fans. Elements like the design of the hotel and the audio carefully craft an atmosphere rich in tension and dread, whilst teasing the sinister story just under the surface. Puzzles weren’t that complicated so hopefully, they’ll ramp up deeper into the experience, plus VR Bros has previously mentioned the enemies can be taken down with melee weapons which didn’t seem to be available in the demo. A PC launch is still slated for Q1 2021 so there shouldn’t be too long to wait and find out.

Horror Wave Shooter Propagation VR Gets Co-Op DLC Feb. 5th

The free single-player version of VR horror wave shooter Propagation VR has been downloaded over 150,000 times on Steam. Now on Feb. 5th, it’s getting paid co-op DLC so you can blast away hordes of undead with a friend.

Propagation VR Co-Op DLC

In Propagation VR you’re trapped in an abandoned subway station surrounded by grotesque monsters. It’s a short game that can be completed in around 30 minutes, but it’s absolutely stacked from start to finish with overwhelming tension and dread. It’s the kind of VR game you’re eager to try after watching the trailer, but then eager to leave out of fear for your own life.

If you’ve been following VR for a few years, you might remember The Brookhaven Experiment. That was one of the first VR horror games I ever played and the influence is very clear here. Just like Brookhaven, Propagation VR is a horror game without any artificial movement. You’re locked in place and you can only move as far as your real world space allows — that makes it even more terrifying.

Weapons all feel more realistic than most arcade-style wave shooters in VR and you’ll have to conserve ammo if you want to make it out alive. There is only one map, but four different difficulty settings to choose from.

The co-op DLC that launches on February 5th literally just adds co-op support into the game, including the ability to invite friends, join people searching for a partner, and talk via voice chat. It’s not a fancy update, but it’s a highly request featured nevertheless.


Propagation VR is available completely for free on Steam by WanadevStudio with support for Rift, Vive, Index, and WMR headsets. The co-op DLC releases on February 5th for $10.

Green Hell VR: How Open World Survival Is A Great Fit For Virtual Reality

Green Hell is a popular open world wilderness survival game that’s getting a VR port for Quest and PC VR headsets later this year. We took some time to catch up with the developers behind the port and find out what makes the game such a great fit for VR.

Scheduled to launch in Q3 2021, we first heard about it back in April, though it wasn’t until last month that we got the full details. Bearing some similarities to The Forest, this open world survival game takes place within the Amazonian rainforest and has seen continued content updates since launch, which includes plans for an upcoming expansion. As such, rather than handle a VR port directly, Creepy Jar have enlisted fellow Polish developers Incuvo to take charge.

Having previously worked with acclaimed horror developers Bloober Team to port Layers of Fear to VR, further assisting them last year with Blair Witch: Oculus Quest Edition, Incuvo have started making a name for themselves in this space. Though we didn’t think brilliantly of Layers of Fear, Blair Witch made the jump rather well and as such, we’re rather excited to see how Green Hill handles this transition. 

We reached out to Incuvo to learn more about Green Hell VR and spoke with their marketing manager, Cami K. Smagorowicz, who kindly gave us further details on just what we can expect.  

Green Hell VR

Henry Stockdale, UploadVR: Firstly, thank you for joining me here. For any readers unaware of your game, could you please introduce yourselves?

Smagorowicz: Incuvo possesses 10 years of experience in game development. Our company is created by a highly qualified and motivated team of experienced developers, artists, and researchers that don’t shy away from any challenge. We are truly passionate about VR! Incuvo ports and produces VR games on a work for hire basis but also takes on porting projects with no cost to the original creators; instead, we share the revenue. Our future plans include developing Incuvo’s original games based in popular universums – we can’t yet reveal the titles, but stay tuned! We are the creators of titles like Layers of Fear VR and Blair Witch VR. Currently, we are working on the VR version of “Green Hell” – survival adventure in the Amazon rainforest.

 

UploadVR: Green Hell was initially developed by a separate company, Creepy Jar, releasing as a flat game in 2019. How did this also end up as a VR project, could you tell me about the development history?

Smagorowicz: Our CEO, Andrzej Wychowaniec is a huge fan of the flat version of Green Hell, and as soon as he laid his eyes on the game, he knew we would produce it in VR. Creepy Jar, the developer behind the flat version, is amazing to work with and we strive to achieve a synergy effect by our common actions. Green Hell VR is developed based on a licensing contract, so the whole process – from the VR pitch to marketing – is led by Incuvo.

 

UploadVR: Incuvo previously ported Blair Witch and Layers of Fear to VR and you’ve gained a reputation in this space for it. Was there anything learned during the development of those games that you’ve brought into Green Hell VR?

Smagorowicz: Of course! Porting Blair Witch and Layers of Fear to VR was a blast for our team, but also a learning curve. One of the most important skills we learned and polished is game optimization for multiple platforms. Our goal is to satisfy the needs of players using different headsets, so adjusting Green Hell VR experience to each platform without losing the game’s spirit is crucial for us. Also, we learned how to achieve a true immersiveness of the player, as if they were teleported to another realm.

Green Hell VR

UploadVR: As an open world survival crafting game, we’ve seen plenty of comparisons with The Forest. How does Green Hell differentiate itself from the competition?

Smagorowicz: Green Hell VR is set to be a full survival experience. Crafting is going to be an important feature in the game, but so will be hunting, fishing, healing, and monitoring your vitals. We are currently working on making all these functions intuitively immersive which involves tests and feedback from the players. Another feature we are proud of is the player’s body! We are introducing the whole body in VR, so the players can inspect their arms and legs and experience better immersion seeing their limbs. Speaking of immersion, the player faced with certain obstacles might need to operate on their arm or leg and heal the wound. This process could require digging out worms from under the skin and crafting the bandaid, so healing won’t be “just one click”. The player needs to take care of their body to stay alive!

 

UploadVR: What sort of gameplay differences can we expect in the transition to VR, has it been a challenge to adapt those mechanics? 

Smagorowicz: You say challenge, we say fun! Yes, the Green Hell mechanics are vast and could possibly be too much to move to VR, but not for us – we are a team of 40 people fully dedicated to VR. The biggest challenge we set for ourselves is the natural movement when interacting with the game’s environment with minimal use of UI. Constant testing shows us how people move and interact with objects like bow and arrow in real life, and our mechanics are developed to reflect those movements as accurately as possible. Working on the early prototypes, we discovered that due to copious mechanics, the game became physically challenging for the player, so we are improving some mechanics to be less demanding, yet still much more demanding than in the flat version where most things are achieved with a simple click of the mouse. The gameplay itself can be different for each player entering the Amazon forest. You can choose a story mode and follow the narrative or pick the survival mode and get lost in the jungle for hours (or days).

 

UploadVR: We know that Creepy Jar are currently planning to release “The Spirits of Amazonia” expansion this year for Green Hell in several parts. Can we expect content parity for Green Hell VR, or will there be any significant differences?

Smagorowicz: At the moment, we are focused on delivering Green Hell VR to the players, who already can’t wait for the VR experience we promise to provide. Extensions and updates are something we plan for the future.

 

UploadVR: Will the VR edition retain the original’s online co-op multiplayer?

Smagorowicz: We know there are many inquiries about the co-op version, so we are considering adding the co-op mode later on, but we can’t say with full certainty that it will be developed just yet.

Green Hell VR Bow and Arrow

UploadVR: Creepy Jar have previously confirmed plans to release console editions of Green Hill, including a PlayStation version. Has there been any considerations to a PSVR release, or are you sticking to PC and Oculus Quest releases?

Smagorowicz: Original Green Hell is coming to multiple consoles soon and this is very exciting for both of our studios! For now, we are developing simultaneously the PC and Oculus Quest editions, but we are open to translating the game to PSVR in the future.

 

UploadVR: On PC, will Green Hell VR be released as a separate game like Layers of Fear VR was, or will support be patched into the existing title?

Smagorowicz: Green Hell VR will be released as a separate game.

 

UploadVR: Are there any plans right now for future VR Projects after Green Hell VR is complete?

Smagorowicz: Absolutely! We are currently in talks with multiple creators of IPs that are internationally recognized in order to create our own game, but we plan to still port hit games in the meantime, so a few projects are already scheduled, but they will stay our secret for now.

 

UploadVR: Would you ever consider creating original VR games or is there a particular reason why Incuvo sticks with ports?

Smagorowicz: Incuvo is known for our ports, but our main goal, after Green Hell VR, is creation of an original title based on a known, international IP. We believe that the VR gaming market’s growth projections are in our favor as the market isn’t saturated. You can expect both ports and original games from our team, but we see our focus shifting to the latter in the upcoming years.

Green Hell VR

UploadVR: Lastly, is there any message you’d like to share with the players?

Smagorowicz: We consider releasing certain mechanics of the game as demo teasers in order to test them, and for players to get a taste of how immersive Green Hell VR is going to be. Our team would like to encourage readers to send us feedback whether they’d be interested in such demo experiences ahead of the premiere! Please don’t hesitate to contact us at support@incuvo.com – let us know if this idea sounds interesting to you and what would you like to see in the demos. You can also send us your feedback via social media @GreenHellVR and @IncuvoGames.


Let us know what you think of how that sounds down in the comments below!

Meet Wraith: The Oblivion – Afterlife’s ‘Shadow’ As VR Horror Eyes Spring Launch

Wraith: The Oblivion

Fast Travel Games’ upcoming virtual reality (VR) horror Wraith: The Oblivion – Afterlife has looked like an enticing prospect ever since the studio’s initial announcement last summer. Today, new details have been released regarding your companion on this journey into the World of Darkness universe, ‘The Shadow’.

Wraith: The Oblivion - Afterlife

If you’ve been following coverage of the videogame or you’re already familiar with the universe then you’ll know that this horror title is somewhat different from the rest. Rather than playing someone trying to survive, you are in fact already dead, playing a wraith looking for answers.

Trapped in the opulent residence of Barclay Mansion filled with Hollywood decadence and occult research, you play the recently deceased Ed Miller who took part in a seance which didn’t end well. As a wraith you now have special abilities like walking through walls, but you also have your Shadow. Unlike the sinister Spectres which you have to avoid and hide from that’s impossible with the Shadow as its part of you, a manifestation of Miller’s dark subconscious.

The Shadow can both help and hinder your journey through the mansion, that voice inside your head which can point you in the right direction, provide context at certain points and help you understand the power of being a wraith. He also relishes in your struggle and will complicate things as well, so you have to judge what to and what not to believe.

Wraith: The Oblivion - Afterlife

This will be the first VR title set in the World of Darkness as well as the studio being the first to make a videogame based on Wraith: The Oblivion.

Wraith: The Oblivion – Afterlife will support Oculus Quest, Oculus Rift/Rift S, HTC Vive, Valve Index and PlayStation VR. The launch window has now been narrowed with Fast Travel Games confirming Spring this year. That may cover a few months but at least it’s something. Check out the new trailer for ‘The Shadow’ below, and for further updates, keep reading VRFocus.

Alien: Isolation VR Mod Updated With Epic Games Store Support

The VR mod for horror game Alien: Isolation has been updated to include support for the Epic Games Store version, which was available for free for one day in late December.

Released in 2014, Alien: Isolation is a survival horror game set 15 years after the first Alien movie. You play as Ellen Ripley’s daughter, Amanda, navigating your way around the ship and hiding from xenomorphs. A mod for the game added full VR functionality, including motion controller support. Despite being fan-made, the VR mod for Alien: Isolation made it into an excellent VR survival horror title.

Back in late December, Alien: Isolation was available for free for one day only on the Epic Games Store and we encouraged anyone who was interested in trying out the VR mod to redeem a free copy. However, some of our readers soon reported that the VR mod didn’t work with the Epic Games Store version, as the mod was originally developed for the Steam release.

The creator of the mod, Nibre, released an update (the first in over two years) last week that rectifies the issue and adds support for the Epic Games Store version. If you snagged a free copy but weren’t able to get the VR mod working, you should be able to now.

You can download the new mod version over on github now and check out our guide on how to start playing Alien: Isolation in VR. And please let us know in the comments how it works out for you.

Alien: Isolation Is Free On The Epic Games Store Today, VR Mod Works Great

One of the scariest games of all-time, which supports a full VR mod that even includes motion controller support, is totally free today only on PC via the Epic Games Store. You have until 8AM PT on 12/22/20 to grab it before it switches to tomorrow’s free game.

One thing to note: we don’t know for sure if this mod works with the Epic Games Store version, but it absolutely should. Here are details on getting the mod working, but make sure you refer to the official github listing for up-to-date information.

Alien: Isolation is a perfect fit for VR, so even though it’s a bummer we don’t have integrated official support, at least the mod works great. You see, the game had been shown with its VR support in the past, so it follows that modders were able to essentially “fully activate” in a sense.

In Alien: Isolation you take on the role of Amanda, Ellen Ripley’s daughter 15 years after the events of the first movie. You navigate through the ship and do your best to survive by hiding from xenomorphs and uncovering the secrets of what happened. It’s a true survival horror game that is full of tense moments.

Originally released in 2014 it does show its age visually, but it’s still an excellent survival horror game whether you’re a big fan of the film universe or not. There’s really no reason for you to not log onto the Epic Games Store right now and redeem your copy for free. It’s a great game!

Let us know what you think if you give the VR support a spin down in the comments below!

New Phasmophobia Prison Level Now In Open Beta For Testing

As if ghost hunting wasn’t scary enough, you can now do it behind bars – a new prison level is available in beta for Phasmophobia.

Earlier in the month we found out that a new prison level would be coming to the game, and now just over two weeks later you can try it out yourself. It’s not in full release just yet – it’s still in beta, so expect a fair amount of bugs.

If you do play through the level, the developer is encouraging users to join the Phasmophobia Discord server and report any bugs in the #beta-bug-reports channel.

To switch to the beta build of Phasmophobia, make sure the game is closed and right-click on it on Steam, select Properties and then go to the Beta tab. In there, you should be able to select ‘Beta – Unstable Build’ which will give you access to the prison level in-game. Usually map selection is random, but the beta build will allow you to pick the prison map specifically.

Phasmophobia has been one of this year’s break-out success games, launching in Early Access in September. While the early access period was initially planned to be quite short, the developer has now said that it will stay there a bit longer as the unexpected popularity of the game has resulted in a shift of focus.

The game sees you and up to 3 others work together to identify types of ghosts haunting different maps, using various equipment and evidence. David and I tried the game out live on the UploadVR YouTube channel a few weeks ago and had a great time. The game has optional VR support, so David played on Quest 2 via Virtual Desktop and I just played on PC, while monitoring YouTube comments.

Phasmophobia is available in Early Access now on Steam and is 10% off until December 1 as part of the Steam Autumn Sale.

Hinge: How This Lovecraft-Inspired VR Horror Game Wants You To Feel A Constant Sense of Fear

It’s a time of plenty and a time of fear. And something else, a horror yet to manifest, lurks under the surface. This is Hinge from Arcadia VR, a psychological horror game that starts with a party. 

During the intro, a noted philanthropist celebrates the completion of his new skyscraper and you’re invited. But the art deco facade masks something far more sinister and otherworldly about the building’s owner. Once night falls, the question becomes whether you can make it out alive with your sanity intact. 

With Hinge, Arcadia VR blends history and the occult with a daring goal in sight: redefining what makes a game terrifying.

“There hasn’t been an AAA VR horror game since 2017 [and] there are so many unexplored possibilities for horror games in virtual reality,” Arcadia’s Oleg Smirnov said. “We tried to develop gameplay mechanics that are only viable in VR.”

Smirnov is likely referring to Resident Evil 7: Biohazard, the PSVR-exclusive horror game from Capcom. It’s available on PC and Xbox One as well, but the VR support is only on PSVR. Achieving that same level of success for Arcadia means doubling down on Hinge’s atmosphere to approach the concept of terror in a different, more immersive way. Smirnov feels they’re well-suited to the task. 

hinge vr hotel lobby hinge vr creepy windows hinge vr environment hinge vr skyscraper

“Hinge is our first PC VR game, but as a game dev studio, we’ve been existing for longer,” Smirnov said. “Three years ago, our team was working on the opening of the largest VR LBE venue [a kind of VR theme park experience] in Europe called Another World.”

Arcadia has three LBE venues in Russia, and another two were set to open in London and Paris respectively, when the COVID-19 pandemic derailed their plans. It wasn’t all bad, though.

“We’ve been planning to develop games for Steam VR for a long time,” Smirnov said. “But the pandemic just accelerated us working on that.”

The first step in creating their ideal VR horror atmosphere was getting Hinge’s setting right. Smirnov said the team started from the basic desire to scare players, but it had to be something they could “spice up” with Lovecraftian horror elements. What they ended up with was an eclectic cocktail of 1920s America and creeping dread.

“We decided that the player should be placed in the Great Depression, because that era is fraught with something depressing and desperate,” Smirnov said. “It didn’t seem difficult for us to fit these things together. The player can find similarities between 2020 and the 20s of the last century [and] these three components work great together because [much of] the work of H.P. Lovecraft falls precisely in the Roaring Twenties.”

Hinge Gameplay Trailer

Smirnov and the team didn’t settle for a surface-level trip into history, though.

The early 20th century was the height of rational thinking and belief in science, but there was a strain of darkness and superstition flowing alongside reason and logic. Smirnov said that’s what the team tapped into for Hinge, and Lovecraft is just the tip of the occult iceberg.

“Our game designer wrote over 100 documents and around 20 books specially for Hinge’s in-game environment. The information for these books was taken from real occultist’s books by Aleister Crowley and Alexandre Saint-Yves d’Alveydre.”

Though probably better known now as the subject of Ozzy Osbourne’s song “Mr. Crowley,” Aleister Crowley attracted a fair deal of notoriety throughout the first half of the 20th century. He claimed he contacted multiple spirits from other worlds and was even expelled from Italy in 1923 after a follower died during what was called a “sacrilegious ritual.”

Beyond influencing cults and writing arcane tomes, what Crowley and d’Alveydre did is show people there was much about the world they had yet to understand — and not all of it was benign. That sense of uncertainty and the fear it inspires permeates every corner of Hinge.

“We want players to feel like absolutely anything could be around the next corner, to feel like anything in the environment he should be afraid of,” Smirnov said. “We think we succeeded in making the atmosphere where the player feels like even the skyscraper is trying to kill them.”

While Hinge features multiple different monster types, some of which Smirnov said have never been seen before in horror games, don’t expect a bunch of ghouls jumping in your face as the main scare tactic. Smirnov was keen to avoid spoilers, but he did say the team is keen to avoid what they called the overused jump scare mechanic.

Hinge VR

“We did a lot of research overall on the scariest things usually found in the horror genre, and we made our own combination of scares that works perfectly. First [on our list] is scares related to surrounding sound effects,” Smirnov said. 

Since Hinge is a psychological horror game at its core, expect plenty of mind skullduggery as well. Smirnov said the second scare type they focused on revolves around “scares that play with your attention — when you look at some familiar subject, but at some moment it turns out to be a ghost.”

Beyond things going bump in the dark and dreadful night, the entire story messes with players’ perceptions of reality.

“The rules of the game are obscured for players,” Smirnov said. “You will not be able to fully understand what is happening in the game. You’ll have to put all pieces of the story together from scraps that you’ll find in the game and make conclusions by yourself.”


hinge vr

You’ll be able to draw those conclusions and experience Hinge for yourself once it launches on November 27 for SteamVR headsets and on the Oculus Rift PC store. Let us know what you think of Hinge so far down in the comments below!

Hinge: How This Lovecraft-Inspired VR Horror Game Wants You To Feel A Constant Sense of Fear

It’s a time of plenty and a time of fear. And something else, a horror yet to manifest, lurks under the surface. This is Hinge from Arcadia VR, a psychological horror game that starts with a party. 

During the intro, a noted philanthropist celebrates the completion of his new skyscraper and you’re invited. But the art deco facade masks something far more sinister and otherworldly about the building’s owner. Once night falls, the question becomes whether you can make it out alive with your sanity intact. 

With Hinge, Arcadia VR blends history and the occult with a daring goal in sight: redefining what makes a game terrifying.

“There hasn’t been an AAA VR horror game since 2017 [and] there are so many unexplored possibilities for horror games in virtual reality,” Arcadia’s Oleg Smirnov said. “We tried to develop gameplay mechanics that are only viable in VR.”

Smirnov is likely referring to Resident Evil 7: Biohazard, the PSVR-exclusive horror game from Capcom. It’s available on PC and Xbox One as well, but the VR support is only on PSVR. Achieving that same level of success for Arcadia means doubling down on Hinge’s atmosphere to approach the concept of terror in a different, more immersive way. Smirnov feels they’re well-suited to the task. 

hinge vr hotel lobby hinge vr creepy windows hinge vr environment hinge vr skyscraper

“Hinge is our first PC VR game, but as a game dev studio, we’ve been existing for longer,” Smirnov said. “Three years ago, our team was working on the opening of the largest VR LBE venue [a kind of VR theme park experience] in Europe called Another World.”

Arcadia has three LBE venues in Russia, and another two were set to open in London and Paris respectively, when the COVID-19 pandemic derailed their plans. It wasn’t all bad, though.

“We’ve been planning to develop games for Steam VR for a long time,” Smirnov said. “But the pandemic just accelerated us working on that.”

The first step in creating their ideal VR horror atmosphere was getting Hinge’s setting right. Smirnov said the team started from the basic desire to scare players, but it had to be something they could “spice up” with Lovecraftian horror elements. What they ended up with was an eclectic cocktail of 1920s America and creeping dread.

“We decided that the player should be placed in the Great Depression, because that era is fraught with something depressing and desperate,” Smirnov said. “It didn’t seem difficult for us to fit these things together. The player can find similarities between 2020 and the 20s of the last century [and] these three components work great together because [much of] the work of H.P. Lovecraft falls precisely in the Roaring Twenties.”

Hinge Gameplay Trailer

Smirnov and the team didn’t settle for a surface-level trip into history, though.

The early 20th century was the height of rational thinking and belief in science, but there was a strain of darkness and superstition flowing alongside reason and logic. Smirnov said that’s what the team tapped into for Hinge, and Lovecraft is just the tip of the occult iceberg.

“Our game designer wrote over 100 documents and around 20 books specially for Hinge’s in-game environment. The information for these books was taken from real occultist’s books by Aleister Crowley and Alexandre Saint-Yves d’Alveydre.”

Though probably better known now as the subject of Ozzy Osbourne’s song “Mr. Crowley,” Aleister Crowley attracted a fair deal of notoriety throughout the first half of the 20th century. He claimed he contacted multiple spirits from other worlds and was even expelled from Italy in 1923 after a follower died during what was called a “sacrilegious ritual.”

Beyond influencing cults and writing arcane tomes, what Crowley and d’Alveydre did is show people there was much about the world they had yet to understand — and not all of it was benign. That sense of uncertainty and the fear it inspires permeates every corner of Hinge.

“We want players to feel like absolutely anything could be around the next corner, to feel like anything in the environment he should be afraid of,” Smirnov said. “We think we succeeded in making the atmosphere where the player feels like even the skyscraper is trying to kill them.”

While Hinge features multiple different monster types, some of which Smirnov said have never been seen before in horror games, don’t expect a bunch of ghouls jumping in your face as the main scare tactic. Smirnov was keen to avoid spoilers, but he did say the team is keen to avoid what they called the overused jump scare mechanic.

Hinge VR

“We did a lot of research overall on the scariest things usually found in the horror genre, and we made our own combination of scares that works perfectly. First [on our list] is scares related to surrounding sound effects,” Smirnov said. 

Since Hinge is a psychological horror game at its core, expect plenty of mind skullduggery as well. Smirnov said the second scare type they focused on revolves around “scares that play with your attention — when you look at some familiar subject, but at some moment it turns out to be a ghost.”

Beyond things going bump in the dark and dreadful night, the entire story messes with players’ perceptions of reality.

“The rules of the game are obscured for players,” Smirnov said. “You will not be able to fully understand what is happening in the game. You’ll have to put all pieces of the story together from scraps that you’ll find in the game and make conclusions by yourself.”


hinge vr

You’ll be able to draw those conclusions and experience Hinge for yourself once it launches on November 27 for SteamVR headsets and on the Oculus Rift PC store. Let us know what you think of Hinge so far down in the comments below!

Ghost-Hunting PC VR Game Phasmophobia To Get New Prison Level

It looks like one of Phasmophobia’s next maps might be behind bars; a level set in a prison is now in development.

Phasmophobia is of course the PC ghost hunting game (with full, optional VR support) that sets you out on a mission to capture evidence of paranormal activity at haunted locations. As if the game weren’t spooky enough, you’ll soon be able to wander around an empty prison searching for ghosts hiding inside.

The prison map was added as a development goal to the game’s public Trello board, which lists current and future plans for the development schedule. The Phasmophobia Twitter account also tweeted a screenshot of the Trello card as a tease of what’s to come. The prison level is listed as ‘In Progress’ on the Trello board, there’s also an apartment building and mansion map listed under ‘Backlog’ as well.

Phasmophobia released in September in Early Access on Steam with VR support, and made it into Steam’s top 20 new releases list for that month. You play as a paranormal activity investigator, teaming up with your friends and using various different pieces of equipment to detect a ghost and figure out what type it might. David and I tried it a few weeks ago on stream, and it was genuinely terrifying.

The prison map news come after we reported last week that the developer would be changing plans slightly, and probably staying in Early Access a bit longer than originally intended. The popularity of the game has meant that a focus shift has taken place, with the aim now to get major bugs fixed and increasing the stability before adding new content. With expectations now much higher than anticipated, new content will come in the form of maps, ghost types and equipment.

Phasmophobia is available on Steam now with optional VR support. You can view the development Trello board here and keep up to date with it in our coverage hub.