Survival Horror
What it is. A hostile dark you must cross with too little to cross it. Fuel, light, ammo, and health are scarce; the monster is a pressure, not a stat-check. You budget your way to dawn — every lit second spends a resource you can’t get back.
Player fantasy / why it’s fun. “I can survive this if I spend right — and I’m not sure I can afford it.” The fear is dread you can budget: horror that lives in arithmetic, so the player is always calculating, never merely reacting. Tension is a ledger with a monster leaning over it.
Pillars
- Difficulty is resource arithmetic. The night is hard because the fuel economy is tight, not because the monster hits for more. Balance lives in a spreadsheet you expose to the player as scarcity.
- Camping is impossible; the night is winnable — from the same numbers. One fuel inequality must prove both: you cannot hide until dawn, and dawn is reachable if you spend well. That single arithmetic sets the whole difficulty.
- Wound before death; grace over instadeath. One grab is a story; two is a death.
The genre’s mercy is a
system-gracesystem — a wound state and buffered intent — not a coin-flip kill.
The loop stack
| Layer | The beat |
|---|---|
| Moment | Spend light to see → move through danger → the meter drops. |
| Encounter | A room/threat: cross it on a fuel budget, take a wound or spend to avoid it. |
| Session | A night: reach dawn before the economy runs dry. |
| Meta | Nights, upgrades, map knowledge; scarcity eases as mastery grows. |
Essential systems
| System | Why this genre needs it |
|---|---|
system-economy | Fuel/light/ammo faucets and sinks ARE the difficulty; a tight, honest ledger is the whole tension. |
system-grace | The wound-before-death mercy; one grab buffers, two kills — grace as a system, unit-tested to the frame. |
pattern-pacing-and-tension | Dread needs valleys (safe rooms, saved light) to make the peaks (a chase, a dark corridor) land. |
system-resource-loops | Gather light/fuel → spend to survive → find more; the bottleneck is the pacing. |
system-save-and-checkpoint | Horror respects the player’s time between dread spikes; a punishing retry loop turns fear into resentment. |
system-enemy-ai | The monster must be readable and beatable — a pressure with tells, not an invisible dice roll. |
Content & difficulty model
- Prove both halves of the fuel inequality. From one arithmetic: a keeper/camping bot must die (you can’t hide to dawn) AND a diligent bot survives to dawn (the night is winnable). If camping survives, there’s no threat; if nothing survives, it’s unfair.
- Light must collide with the world. Anything that interacts with light must collide with the light’s occluders — or shadows hide invisible, unfair killers. Prove light-repels and darkness-kills each as a rule, against the actual geometry.
- Difficulty = tighter budget, not bigger numbers. A harder night gives less fuel, a longer dark, fewer safe rooms — never a monster with more HP. Scarcity scales; the monster stays a pressure.
- Wound honesty. A grab wounds visibly and buffers; the next is lethal. Assert the grace window frame-exactly (same shape as any grace system).
- Content is nights + map. New nights add a new arithmetic wrinkle (a new sink, a darker map); knowledge of the map is the real progression.
Signature-mechanic seeds
- Survival horror but cozy by day, dread by night — you tend and rebuild in light,
then defend on a fuel budget in the dark (tonal + structure; splices
genre-farming-sim‘s calm against the night’s ledger). - Survival horror but knowledge is the only weapon — no combat; you survive by what
you’ve learned about the monster’s rules (mechanic-swap toward
anchor-outer-wilds; dread becomes deduction). - Survival horror but the light is a shared resource in coop — two players, one fuel
ledger, forced communication in the dark (perspective + constraint; pairs with
system-coop-and-competition). - Survival horror but every death rewrites the house — the map remembers and mutates
around your failures (structure; systemic memory à la
system-emergent-systems). - Survival horror but one candle, one screen, sixty seconds — a hard constraint that makes every second of light a decision (constraint).
Common pitfalls
- Difficulty in monster stats. Scaling HP/damage makes horror a stat-check, not a budget; the fear evaporates into a health bar. Scale scarcity instead.
- Light without occlusion. Shadows that don’t collide become invisible killers — the single most unfair bug the genre invites.
- Campable nights. If hiding survives to dawn, there’s no threat; the fuel inequality exists to forbid it.
- Instadeath. A coin-flip kill reads as unfair and breaks the budgeting fantasy; wound first, buffer intent, then kill.
- Relentless dread. Unbroken tension goes numb; without safe valleys the peaks stop
spiking.
pattern-pacing-and-tensionis load-bearing here.
Anchors
anchor-outer-wilds— knowledge as the only progression; the reference for the no-combat, dread-as-deduction bend, and for a curiosity-gated dark to explore.
Verify
Keeper bot survives to dawn; light-repels and darkness-kills each proven; fuel solvency inequality; golden night → design/FUN.md §16 · Survival horror. Author the ledger and the mood-predicate here; prove the inequality there.
Composes with
system-economy— the fuel/light ledger that IS the difficulty.system-grace— the wound-before-death mercy that keeps dread fair.pattern-pacing-and-tension— the valleys that make the dread spikes land.
See also
- design/FUN.md §16 — mechanical truth + verify recipe.
- design/JUICE.md — feel gates for the light/shadow and wound choreography.
sandboxes/— the light/physics lab to prove occlusion and a fuel budget before building a night.