Dev Update: Sometimes the best ideas are the unexpected ones.
I’ve been nose to the grindstone for the past week, pulling 12-hour days fixing, refining, and polishing the world. As the Firedrake universe starts to solidify, it somehow manages to get bigger every single day. Every improvement seems to reveal three more things I want to add.
But…
For years I’ve had this idea sitting in the back of my mind.
What if there was a Firedrake adventure where you’re trapped inside a village while some monstrous horror stalks you through the streets? Your only goal is to survive long enough to escape.
Think Alien: Isolation, but set in the Firedrake world.
I’ve always felt that style of gameplay translates incredibly well to VR. Being hunted is a very different experience when you’re physically standing in the middle of it.
It was always one of those ideas I’d “build someday when I have the time.”
Well… that time arrived unexpectedly.
During playtesting I discovered one of the middle levels was only about 50% complete. Somehow it had completely fallen off my radar, and I suddenly needed to build something fast.
Up to that point, the first three levels were fairly traditional fantasy RPG gameplay: ranged combat, close-quarters melee, exploration, and hunt-and-find objectives.
Then it hit me.
Why not use this opportunity to completely change the pace?
A few weeks ago I’d already built a Flesh Golem boss with exactly the kind of animations and behavior that felt unsettling. It seemed like the perfect candidate for a relentless hunter.
So off into Unity I went for a three-day sprint.
I quickly built a maze-like village using modular prefabs, lit it with heavy shadows, and reworked the boss AI into an “infinite chase” predator that plays a constant game of cat and mouse with the player.
I dramatically increased its health. Technically you can kill it… but it’ll take serious commitment.
Better yet, the level is placed at a point where most players should be running dangerously low on ammunition. Suddenly, fighting isn’t always the best option.
Then I added something I’ve wanted to experiment with for a long time.
The monster now listens.
I wired a sound detection system directly into its AI. When it’s nearby, it actively listens for the noise the player makes. Move quickly, make too much noise, or panic… and it homes in on your position. Move slowly, stay quiet, and you have a much better chance of slipping past unnoticed.
It completely changes how you play.
My biggest question is whether this sudden shift will work.
After conditioning players for three levels of fast-paced, high-octane dungeon crawling, they’re suddenly forced into a slow, tense survival experience.
Personally, I think that’s exactly why it works.
Unexpected changes in pacing keep players engaged. They never become too comfortable. Hopefully that uncertainty will make the horror elements—jump scares, creeping dread, and fear of what’s hiding in the shadows—land that much harder.
The prototype is finally playable.
Tonight is all about playtesting to see whether the idea is actually as fun as it is in my head.
I’ll report back.
