The action and the horror in Beneath

Beneath

Beneath is a first-person action-horror adventure where you play as deep-sea diver Noah Quinn. Explore a terrifying underwater world filled with monsters and mercenaries as you try to escape and unravel the mysteries of an enigmatic complex of underwater stations.

Creating an action-horror game is all about finding that delicate balance between keeping players on the edge of their seat and giving them just enough power to fight back. In a game like Beneath, the goal is to make the player feel both vulnerable and capable at the same time. [img]{STEAM_CLAN_IMAGE}/43715895/d554c2288b8de28058a778fdc07c80b357d14c31.jpg[/img] It starts with pacing. Think of it like a rollercoaster—you don’t want non-stop action or constant terror, or else the player gets numb to it. Instead, we try to alternate between intense, heart-pounding combat sequences and slower, creeping moments of suspense. It’s in those quieter moments that the fear really sinks in because the player doesn’t know when the next threat will hit. [img]{STEAM_CLAN_IMAGE}/43715895/4843e7b47d9ae27e6bb90a8c4a830cc64d81b336.jpg[/img] Another big part of maintaining that balance is resource management. In action-heavy games, players can feel unstoppable if they have endless ammo and health. But in a horror game, we want them to feel like every bullet counts, like every enemy encounter could be their last. It’s that sense of scarcity and uncertainty that makes combat moments even more intense. [img]{STEAM_CLAN_IMAGE}/43715895/186939fbe929bdc7d7b2b49dfd96ff9e4828c580.jpg[/img] Enemy design is where action and horror come together. On one hand, the enemies need to be challenging to fight, but on the other hand, they should evoke fear. The best kind of enemies are the ones that make the player hesitate, that make them question if they’re ready to engage or if they should run. [img]{STEAM_CLAN_IMAGE}/43715895/b483d571ba8036fd721fd3cff4193731b228783e.jpg[/img] The atmosphere plays a huge role too. Even when the action ramps up, we want the world to still feel oppressive and unsettling. Through lighting, sound, and environmental details, we aim to create a space where the player never feels truly safe, even in the heat of combat. [img]{STEAM_CLAN_IMAGE}/43715895/2a096ad793b1079a5bdcd6eec1e565c60c48254e.jpg[/img] In the end, it’s all about balance. The player should feel like they’re walking a fine line between survival and disaster. There’s a satisfaction in overcoming tough enemies, but we want the player to always feel a little on edge, knowing that the world around them is constantly trying to tip that balance back toward fear.