Light · Visibility
Flat darkness: A simply dark screen reads as broken, not scary, and players cannot tell where to go.
Unity survival horror: keep your torch lit, feed the fire, survive the forest.

Overview/ 01
Top-down survival horror: torchlight, a dying campfire and shadows in the dark.Black Forest is a 2D top-down survival horror game for Android. You wake in a cursed forest with a torch and an axe. The torch shows you a narrow cone of the world, the campfire keeps the shadows back, and both are always burning down.

Scope & deliverables
Core loop, fuel economy, enemy pacing and score rules.
Hand-painted top-down forest, lighting and fog.
Torch lighting, AI, touch controls and game states.
Landscape UI, performance tuning and Android build.
Challenge & solution
Make darkness genuinely frightening on a small landscape screen, without making the game unreadable, unfair or frustrating to control.
Flat darkness: A simply dark screen reads as broken, not scary, and players cannot tell where to go.
No stakes: Without a countdown, exploring the forest carried no risk and the horror fell flat.
Static props: Static hazards were easy to memorise and stopped being frightening after one run.
No shared platform
Fragmented systems
Fiddly touch: Touch controls fought the player and cost runs for the wrong reasons.
One and done: Without a reason to retry, players quit the moment they died the first time.
Generic assets: Stock art gave the forest no identity and none of the intended dread.
Torchlight, campfire fuel, shadow enemies and score-run restarts.From the torch cone and campfire fuel to shadow enemies, wood gathering and the score-run death screen, every system feeds the same loop of dread.
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Auto-playing. Hover to pause

Torchlight Vision
The torch casts a narrow cone that is the only reliable way to read the forest, and its fuel is always draining.
Engineering
Unity 2D build with custom lighting, enemy AI, touch controls and game states.Built in Unity with the 2D renderer, custom torch lighting, state-driven enemy AI, touch controls and a full game-state stack from menu to death screen.
Stack
Game Screens
Browse the menu, campfire, torchlight, graveyard and death screen.Glide through Black Forest, main menu, loading, campfire, torchlight, the graveyard, shadow hunts, pause, options and the death screen.
Philosophy
Atmosphere-first game design where light is the mechanic and scarcity is the tension.An atmosphere-first design philosophy where light is the mechanic, scarcity is the tension, and every UI element is carved from the world itself.
Tokens
One dark-fantasy visual language across menus, HUD and gameplay.An ember-and-charcoal visual language that keeps every screen dark, warm and readable.
Type samples
More work
Games, mobile apps and web platforms from our team.More of what our team designs and ships, from games to mobile apps and web platforms.