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Horror Game Kit is a ready-to-extend horror game for Unreal Engine 5.7, written entirely in C++ with no Blueprints and no purchased assets. You explore a procedurally generated mansion or asylum in third person (with a first-person toggle) with a flashlight whose battery runs out, while a tall stalker patrols the halls. It hears sprinting, slammed doors and thrown props, sees your torch from far away, opens every door, searches where it lost you and may open the locker you hid in.
The hiding rules are fair and proven by tests: if the stalker saw you go in you are caught, if it did not it may still look and you survive only by holding your breath for the whole check. Sanity drains in the dark and when you see him, bringing grain, chromatic aberration, desaturation, whispers and a pounding heartbeat; lamps, safe lights and pills restore it. A jump-scare director raises the stakes with flickering lights, stings, slamming doors, a shadow figure at the end of the corridor, falling props and blackouts, never during a chase or while you hide.
Every run builds a new house from a seed: BSP rooms, a door graph with loops, brass and iron key locks, a keypad whose code is on a note, three fuses for the generator and a powered exit gate, all placed so the run is always solvable (a solver checks 120 generated houses in the tests). The kit ships a Canvas HUD with a diegetic option, Enhanced Input created in code (keyboard, mouse and gamepad), main, pause and settings menus, inventory and journal, checkpoint saves, 42 synthesised sounds with layered ambience, 27 automation tests with 430+ assertions and a scripted demo director. Characters and furniture are built from engine primitives so there are zero art dependencies; swap in your own meshes via clearly marked functions.
Highlights
- Stalker AI: patrol, investigate noises, chase, search and check lockers; sight, hearing, light and posture; opens and breaks doors; A* on the floorplan grid
- Fair hide mechanics: seen means caught, unseen means safe unless he looks in and you hold your breath; covered by automated tests
- Flashlight with battery and flicker, stamina, crouch and noise, inventory, journal, notes and spare batteries
- Sanity and fear system with vignette, grain, chromatic aberration, desaturation, whispers and heartbeat
- Procedural mansion and asylum: locks, keys, keypad code, fuses and a powered gate, solvable by construction
- Jump-scare director: tension driven flickers, stings, door slams, shadow figure, falling props, blackouts
- Dynamic audio: 42 generated CC0 sounds, four ambience layers following tension, sanity and fear
- Main, pause and settings menus, checkpoint saves, diegetic UI option, third and first person, keyboard, mouse and gamepad
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