Dark Lessons is a first-person psychological horror game. With only candles for light and trapped in your teacher's home, you have to uncover her family's dark secrets. Solve puzzles, connect the dots and escape. But beware: There is someone else playing games with you, and someone who needs your help.
Your biology teacher Agatha Glower has lured you into her house — and she is up to no good. Find a way to escape before it's too late! Explore Mrs. Glower’s chambers with only candles for light and — thanks to a blackout — no electricity to illuminate the place.
Strange things start to happen as you try to get out alive. Examine your environment and combine items that will help you solve puzzles and overcome obstacles.
Uncover Mrs. Glower's arcane family history and find out why you are at the center of her dark secrets.
But most importantly: Survive!
Features:
Classic first-person psychological horror game with low-poly 3D graphics
Thrilling story in which you find yourself the involuntary protagonist
Game world inspired by Lovecraftian lore
Plot-driven puzzles with point-and-click-style inventory management
Atmospheric soundscape and an original score that puts players on the edge
Take care of your light sources so you're not left in the dark
Accessibility features: fov slider, gamma slider, head bob settings
One month ago, I launched the Steam page for my horror game Dark Lessons, where you have to escape from your murderous teacher's home. After the marketing activities surrounding the launch, I was eager to continue working on the game.
I thought that I was almost done with the ground floor of my evil teacher's house. Below, you can see a bird's-eye view of the prototype in Godot, the game's engine. Besides this floor, the house also features the attic and a secret area that you'll unlock in the third act.
I was off to adding more content and hit a brick wall.
Until this point, I'd used premade assets straight in the game engine. This worked for prototyping, but it also caused issues: I had to hide spots where models didn't fit together or where textures got stretched or squashed. In the image above, you can see elements overflowing, because my options to customize them directly in the engine are very limited. I also needed to add a few complex animations and had no idea how to create them.
That's why I decided to spend February learning 3D modelling in Blender. This has slowed me down a bit, but it was definitely worth it. Besides getting ready to add custom animations and modifying character models, I can now create a clean version of the house.
Blender allows me to place elements more precisely, add extra detail and get closer to my vision of what I want Dark Lessons to be.
While the general room layout will be the same as in the prototype, the rooms will be more spacious, too. Below is an image of the current kitchen in the prototype (top) versus the new version in Blender (bottom). Even though the new rooms are still work in progress, there are clear improvements visible already.
I can't wait to show you more progress in the next update! Would you like me to present some visual effects that I'm planning to implement, or should I instead tell you more about why your favorite teacher has trapped you in her home?
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