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Last week, Dave Gedarovich of Glass Knuckle Games premiered the Made with Unity Page for Heliophobia, and it revealed a few new details about how the game might play and the narrative structure of the experience:



 While the game follows a distinct story, the order of levels, events, and numerous environmental factors are different for each player. Ultimately, everyone will be able to uncover and interpret the overarching story – and the sinister world surrounding it – in their own way.

Instead of presenting the player with a formula for playing the game, each level will have it’s own set of unique challenges to overcome. No two areas will feel exactly the same in gameplay or design. This creates an experience where the player is almost always out of their comfort zone. The constant feeling of unease lends both to the heavy horror and narrative elements of the game.


Segments of nerve-wracking terror are broken up by exploration, puzzle-solving, and world-building sections – providing brief respite from high-anxiety encounters. Completed levels can be replayed at any time in chronological order, helping the player connect complex story elements more easily. Heliophobia’s narrative can be likened to watching a movie such as Memento or Mulholland Drive. While coherent upon first completion, the deeper story begs to be experienced more then once.

More and more little bits of information and teasers of Heliophobia’s development keep trickling out over time, and keep making me more and more excited for what this game could be.


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