Explore the next step of human evolution in the world of Hycean

Gameplay & Design Details

COELESCENCE V1

COALESCENCE redefines classic survival horror by introducing a dynamic, living environment that evolves in real-time. Set in a bizarre brutalist structure on a far-future Hycean planet, the game challenges players to survive against a sentient building with a mind of its own.

Key Highlights:

  • Living Architecture: Experience a map that shifts and reconfigures, creating a constant sense of disorientation.

  • Atmospheric Survival: Resource management and environmental storytelling at its core.

  • Multidisciplinary Craft: Developed with a focus on deep systemic design and immersive soundscapes to amplify the feeling of isolation.

TECHNICAL CHALLENGES

  • Sound of Horror
    Audio needs to guide and unsettle at the same time helping players navigate and anticipate danger, while reinforcing isolation and dread without becoming too informative.

  • Living Building
    The building changes in real time, but it must remain fair and readable. The challenge is keeping gameplay balance while making the player understand the space is shiftingand still feel genuinely unsettled by it.

  • Retro Inventory System

THE DESIGN VISION

Coalescence V1 is a survival horror experience rooted in the classic tension and resource discipline of genre staples like Resident Evil, but reimagined through a more unsettling premise: the building is the antagonist.

The world and its living architecture are shaped by literary inspirations House of Leaves’ impossible spaces and psychological disorientation, and Last and First Men’ sense of scale, time, and human insignificance. The result is a setting where the environment doesn’t simply host horror it creates it.

Design Pillars

  • Classic Survival Horror Pressure: limited resources, deliberate pacing, meaningful route choices.

  • Architecture as an Unreliable Reality: spaces shift, repeat, and recontextualize never fully trustworthy.

  • Disorientation With Rules: the layout evolves in ways that feel intentional, not random or unfair.

  • Atmosphere With Function: audio and environmental cues support both dread and navigation.

  • A World Bigger Than the Player: themes of isolation, scale, and identity in a system that feels alive.

THE FACILITY IS LISTENING

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THE FACILITY IS LISTENING *

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COALESCENCE V2

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Mutiny