Black Forest 2D Survival Horror Game

Unity survival horror: keep your torch lit, feed the fire, survive the forest.

Black Forest screens, main menu, campfire, torchlight and graveyard
Survival HorrorDesign + Build
2DTop-down
UnityEngine
AndroidPlatform
EndlessScore runs

Overview/ 01

A forest that punishes the dark

Top-down survival horror: torchlight, a dying campfire and shadows in the dark.

  • Torch-cone visibility system
  • Dual fuel survival loop
Role
Design + Development
Genre
Survival Horror
Timeline
3 months
Engine
Unity 2D
Black Forest main menu

Scope & deliverables

  • Game Design
  • Art & Atmosphere
  • Unity Build
  • Mobile Optimisation

Challenge & solution

A dark screen, or real, earned dread

Make darkness genuinely frightening on a small landscape screen, without making the game unreadable, unfair or frustrating to control.

  • Unreadable dark
  • No real stakes
  • Fiddly touch input
0Tension
FlatHorror
2Fuel bars
TorchLine of sight
AIShadows
ScoreRun loop
Key features

Every system built to keep you afraid

Torchlight, campfire fuel, shadow enemies and score-run restarts.

01/05 features

Tap a product

Torchlight Vision

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

Technology & Build

Unity 2D build with custom lighting, enemy AI, touch controls and game states.

  • Lighting LayerLIGHTTorch cone, campfire glow, fog of war and ember particles01
  • Survival SystemsLOOPTorch fuel, campfire fuel, wood gathering and health02
  • Enemy AIAIState-driven shadow wraiths that hunt outside the light03
  • Game StatesFLOWMenu, loading, play, pause, options and death screens04
  1. 01Concept & LoopDefined the torch, campfire and dread-driven core loop.Phase 1
  2. 02Art DirectionHand-painted the forest, graves, fog and ember lighting.Phase 2
  3. 03Unity BuildBuilt lighting, fuel systems, enemy AI and touch controls.Phase 3
  4. 04BalancingTuned fuel drain, enemy pacing and score curves.Phase 4
  5. 05QA & DevicesTested runs, performance and UI across Android devices.Phase 5
  6. 06Build & ShipShipped the Android build and iterated on difficulty.Live

Stack

  • Unity
  • C#
  • URP 2D
  • Torch System
  • Fuel Economy
  • Enemy AI
  • Hand-painted
  • Particles
  • Fog & Light
  • Android Build
  • Landscape UI
  • Performance

Game Screens

The whole night, one forest

Browse the menu, campfire, torchlight, graveyard and death screen.

01 / 13

Philosophy

Design Approach

Atmosphere-first game design where light is the mechanic and scarcity is the tension.

DarkTenseReadableHandcrafted
Design pillars
04
Fuel systems
2
Engine
Unity
  • Light As MechanicThe torch cone is both the camera and the clock, so seeing costs fuel.Cone
  • Scarcity Builds DreadTwo draining fuel bars keep players moving when they want to hide.2
  • Thumb-First ControlsJoystick left, torch and axe right, nothing between player and reaction.2-thumb
  • Handcrafted WorldPainted trees, carved wooden UI and ember particles that share one language.100%

Tokens

Design System

One dark-fantasy visual language across menus, HUD and gameplay.

5Colors
6Type sizes
5Spacing
8Icons
4Breakpoints
  • Typography6 scale steps
  • Spacing5 tokens
  • Icons8 symbols
  • Breakpoints4 sizes

Type samples

HeadingSpace Grotesk 800 · 32px
SubheadingInter 500 · 20px
Body text for product listings, collections, and guides.Inter 400 · 16px