u/Fazal_0

Need honest feedback on the visuals of my horror game Rahasya.

Need honest feedback on the visuals of my horror game Rahasya.

It’s a first-person psychological horror game set in an old Indian haveli with dynamic AI, randomized puzzles, and no combat. We’re trying to focus more on atmosphere and tension rather than just dark rooms and jumpscares, do these screenshots actually feel immersive and unsettling, or do they still look too generic for a horror game?

Would genuinely appreciate honest feedback.Steam page

https://preview.redd.it/x4qpsi5aa90h1.png?width=1920&format=png&auto=webp&s=3cc121cf60063164468ec7b2e111298a78c688eb

https://preview.redd.it/xialswnca90h1.png?width=1920&format=png&auto=webp&s=74cbb9155d78194a335f89e1fe5cc4afe7db8177

reddit.com
u/Fazal_0 — 4 days ago
▲ 12 r/survivalhorror+2 crossposts

We almost removed a 15-minute maze from our horror game because we thought players would hate it.

One of the most debated parts of Rahasya during development was a basement maze section that can take players around 10–15 minutes to get through. Early on, we genuinely considered cutting it because we thought people would just find it frustrating instead of scary. There are no clear directions, visibility is low, and the entity is still active while you’re trying to navigate it.

But something interesting happened during testing. People didn’t remember the jumpscares the most — they remembered the maze. Not because of what was inside it, but because of how mentally exhausting it became after a while. Players started second-guessing every turn, wondering if they were going in circles, hearing sounds and not knowing whether they imagined them or not.

That section made us realize something important about horror:
sometimes fear isn’t about what attacks you.

Sometimes it’s just about being trapped somewhere that doesn’t feel right.

And honestly, that became one of the core design philosophies behind the entire game.
Steam Page

u/Fazal_0 — 4 days ago