designthreats
The Sound of Death: Designing an Audio-Driven Predator
Published on: 2026-04-28
How we designed a threat that hunts through sound alone — and why fairness matters more than fear.
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Development chronicles
Published on: 2026-04-28
How we designed a threat that hunts through sound alone — and why fairness matters more than fear.
[Read more]Published on: 2026-04-15
Liminal is not about becoming stronger. It's about becoming less blind. Here's why cognitive survival is the game's true progression system.
[Read more]Published on: 2026-03-30
The Maze is not a random dungeon. It is an authored encounter grammar — every room serves a purpose in the player's experience arc.
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