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Budget / Salary₹37,500–75,000
TypeFreelance project
LocationRemote
Posted3 hours ago
The Arrival (0:00 - 0:15)
Scene: The game opens in first-person view inside a beat-up sedan driving through heavy rain. The player controls Miles Ferro. He is talking to himself, practicing what he’s going to say to the bank. His voice is shaky and exhausted.

Action: The car parks outside a massive, decaying inherited house in the middle of nowhere. The player must grab a flashlight from the glovebox, get out, and find a way inside. The front door is locked. The player explores the porch and finds a spare key hidden inside a fake rock.

Atmosphere: Pitch black outside, illuminated only by lightning flashes and the weak yellow beam of the flashlight. The audio is dominated by heavy rain, tape hiss, and Miles’s nervous breathing.

The Mundane & The Discovery (0:15 - 0:35)
Scene: Inside the house. It smells like dust and old wood. The power is out.

Action: The player's first diegetic objective (checked via a text message to Miles's sister) is to turn on the breaker in the basement and pack up three specific boxes of his uncle's valuables.

The Turn: While moving a heavy bookshelf to get to a safe, the player uncovers a hidden, reinforced iron door. Entering it reveals a secret basement room.

The Lore: Inside, the player finds a massive Ledger on a desk. The pages are filled with names written in dried blood, dating back 30 years. On the wall, three rules are carved:

Uninvited guests pay the Rent.

Blood pays the Rent.

The deadline is midnight.

The Tape: The player finds a cassette player. Playing it triggers his uncle's voice—weeping, apologizing, saying he couldn't do it anymore, warning Miles to leave before "The Landlord" wakes up.

The Trap Closes (0:35 - 0:50)
Scene: Suddenly, the rotary phone on the basement desk rings. It’s impossible, as the lines are dead.

Action: The player answers. The voice on the other end is "The Landlord"—calm, professional, heavily distorted by static. It tells Miles to check his cell phone.

The Hook: The player pulls up Miles's phone. A notification pops up from his bank: $150,000 deposited. Debt cleared. His sister’s life-saving surgery is paid for. The Landlord speaks again: "The transaction is complete. The Rent is due tonight."

The Intruder: Before Miles can process this, headlights flash through the basement window. A car pulls up. Someone breaks a window upstairs. It’s Dara, a confident paranormal streamer breaking in to hunt ghosts for her channel. She is the "uninvited guest."

The Reverse Hunt (0:50 - 1:15)
Scene: The horror flips. The player is no longer exploring; they are hunting, but they are terrified.

Action: The player must navigate the dark house while Dara walks around talking to her stream camera. The player must gather tools (duct tape from the garage, a heavy wrench from the kitchen) without being seen.

The Tension: Miles is having a panic attack. If the player moves too fast or gets too close to Dara's flashlight beam, Miles's "Nerve" drains. He starts hyperventilating, screen vision blurs, and the player’s controller/mouse input shakes. If he drops an item, Dara hears it and comes looking.

The Climax & Branching Endings (1:15 - 1:30)
The player finally corners Dara in the master bedroom. The player is presented with a physical, in-world choice that determines the ending.

Ending A (Comply - The Canon Ending): The player chooses to attack. The game does not show a clean kill. The player must hold down the trigger buttons as Miles violently shakes. The screen cuts to black. We hear a muffled struggle, Dara screaming, and Miles crying, "I'm sorry, I'm sorry!"

Epilogue: Fade in on Miles at the sink, scrubbing blood off his hands with a dead, hollow stare. The phone rings. The Landlord says, "Good boy." The Ledger fills in Dara's name on its own.

Ending B (Refuse - The Punishment): The player chooses to drop the weapon and step into the light, warning Dara to run. Dara screams and flees the house.

Epilogue: The house doors violently slam shut. The walls begin to bleed a sickly dark red. The Landlord's voice booms, "Breach of contract." The camera violently whips around as an unseen force drags Miles screaming into the dark.

Ending C (Secret Confrontation): If the player found all three hidden cassette tapes during the game, they unlock a third option: burning the Ledger.

Epilogue: Setting the book on fire triggers a terrifying sequence where the house begins to physically distort (walls stretching, impossible geometry). The player must escape the house while avoiding manifestations of the Landlord before the house collapses into a void.

2. DETAILED GAMEPLAY MECHANICS (For the Programmer)
Tell your lead developer to build these specific systems:

1. The "Nerve" System (Float Value 100 to 0)
This is the core mechanic. Miles is not a trained killer; he is a nervous wreck.

State Machine: Create a background float variable starting at 100.

Drains: Nerve decreases when in total darkness for too long, when the Landlord is speaking, or when within a 5-meter radius of Dara.

Diegetic Penalties (What happens when Nerve is low):

Audio: At 50 Nerve, trigger a heavy breathing audio loop. At 20 Nerve, trigger a loud, erratic heartbeat that the AI can actually hear.

Visuals: At 30 Nerve, increase the camera's FOV (Field of View) slightly to simulate tunnel vision, and increase the Head-Bob multiplier by 2x to simulate trembling.

Interactions: If Nerve is below 40, picking up items has a 30% RNG chance to fail, causing Miles to drop the item with a loud physics CLANG, immediately alerting Dara.

Recovery: The player must hide in a designated "safe zone" (like a closet) and hold a button to do a "breathing minigame" (matching an expanding/contracting circle on screen) to calm Miles down and restore Nerve.

2. Dara's AI (Reverse-Stealth Logic)
Dara needs a robust state machine that reacts to the player's mistakes.

Vision Cone: Attach a Raycast cone to her flashlight. If the player’s hitbox intersects the cone, she enters the Investigate state.

Audio Listeners: Give Dara an audio detection radius. If the player drops an item, steps on a creaky floorboard (place trigger boxes on specific floor meshes), or if Miles's Nerve drops so low he starts gasping, she hears it.

Behavior States:

Patrol: Walking slowly, talking to her camera, investigating rooms systematically.

Investigate: Walks toward the source of a noise. Says things like, "Hello? Chat, did you hear that?"

Flee: If she spots Miles fully, she will scream and run toward the nearest exit. The player has a 10-second window to catch her, or it triggers a Game Over.

3. VISUAL & AUDIO BIBLE (For the Art/Sound Team)
Graphics & Engine Setup (The PS1 Look)
Resolution: Render the game internally at 320x240 resolution, then up-scale it to the player's monitor to force hard, pixelated edges.

Affine Texture Warping: This is crucial. PS1 hardware couldn't calculate perspective perfectly, making textures on walls "wobble" or "jiggle" when the camera moves. Use a custom shader to replicate this.

Vertex Snapping (Jitter): 3D models shouldn't move smoothly. Their vertices should snap to a grid, giving animations that choppy, retro feel.

Post-Processing: Apply a heavy CRT filter, VHS tracking lines that randomly appear at the bottom of the screen, and chromatic aberration (color fringing on the edges of the screen).

Audio Design
No HUD, No Menus: Everything is physical. The player reads text messages on a 3D phone model held in Miles's hand. The inventory is Miles looking down at his pockets.

The Master Hiss: Put a low-level analog tape hiss on the master audio mixer. It should never be perfectly quiet.

Voice Acting Direction: The actor playing Miles must NOT sound polished. Tell them to stutter, cut themselves off, take sharp breaths, and sound like they are on the verge of a panic attack. When he talks to himself, it’s a coping mechanism.

The Landlord's Voice: Do not use monster growls. Pitch a male voice down by 20%, add a slight robotic chorus effect, and deliver lines calmly.
game design 3d rendering voice talent 3d modelling 3d animation sound design game development audio production unity game programming
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