Defining the core systems

Development Log 002

Defining the core systems

March 19, 2026/8 min read/1,540 words

A good idea is not a game. The hardest month of development so far was translating "fear that rewrites reality" into rules two people could actually argue over across a table. This entry is about the four systems that emerged, and the many that did not survive.

Four systems, one loop

I split the design into four interacting systems: Entities (the nightmare you become), Locations (the haunted place you fight over), Manifestations (the creatures you summon to spread Fear), and Fear itself (the resource that powers everything). Each one had to be legible on its own and dangerous in combination.

Balancing spreadsheets and art tests living side by side.
Balancing spreadsheets and art tests living side by side.

The first playtest ended in a genuine argument about whether a door had ever been on the board. That was the moment I knew the reality-distortion mechanic worked. When players start distrusting their own memory of the game state, the horror stops being decoration and becomes the experience.

Devlog 002 — Prototyping the Fear economy

Not everything made it. An early "sanity deck" was elegant on paper and miserable in practice — it punished players without giving them decisions. I cut it entirely and folded its best ideas into the Fear economy. Killing your favourite mechanic is part of the job.

Next entry will get into art direction: how charcoal, grain and restraint became the visual language of the whole project. As always, everything here is a work in progress and subject to change.