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About the Game

Fear arises
from within.

written, produced, composed & directed by
David Pankov
01
Unreal Engine 5 · Lumen

Real-time global illumination powered by UE5. Every light source casts dynamic shadows and reflections — no baked lighting, no compromises.

UE5 · Lumen · Nanite
02
MetaSounds · Spatial Audio

Audio is generated procedurally. Footsteps, creaks, echoes — all tied to geometry and reacting to what happens around you.

MetaSounds · UE5
03
Replayability

Item placement, open rooms and random events shift between runs. The route is familiar — but never the same. Puzzles have multiple solutions that shuffle each playthrough.

Non-linear
May 2026
Gameplay
Object Inspection & Typewriter Descriptions New

Added the ability to examine large objects up close. When you inspect something, a description appears with a typewriter animation accompanied by a subtle mechanical sound. The animation can be skipped instantly for those who don't want to wait — and the description can be dismissed at any time. A small detail, but it adds a lot to the feel of exploring the space.

Inspection UI
Inspection description
Inspection system — typewriter animation with skip & dismiss
May 2026
Art
Lamp Variety — Bringing Locations to Life

Created a wide set of unique lamp instances to make the game world feel more alive and each location feel distinct. Every room deserves its own light — its own mood. Small details, but they add up.

Lamp variants 1
Lamp variants 2
Lamp variants 3
Various lamp instances — in-engine preview
Apr 2026
Audio
Audio Overhaul — MetaSounds

The entire audio system is being rebuilt from scratch using Unreal's MetaSounds framework. What used to be static audio files are now living, reactive graphs — sound that breathes with the environment, responds to the player's state, and degrades in ways that feel genuinely wrong. The difference in atmosphere is immediate.

MetaSound graph
MetaSound graph editor — ambient reactive system
Mar 2026
Music
Original Soundtrack — in progress

Started writing the original score in earnest. The album is built around a single piano motif that slowly unravels over the course of the game. Some tracks are ambient and barely there — others are not. Recording, composing, and sound design are all happening in parallel, which is chaotic in the best possible way.

Soundtrack preview
Soundtrack tracklist
Album preview / tracklist in progress
Feb 2026
Gameplay
Gamepad Support & Settings

Added full support for Xbox and PlayStation controllers. This required rethinking several interaction systems that were built keyboard-first. The settings menu has also been significantly expanded — motion blur toggle, gamma, audio mixing, subtitle options. Small things that matter when someone sits down to actually play.

Gamepad icon selection
Vibration intensity settings
PS / Xbox icon switching / vibration intensity control
Jan 2026
Polish
Polish Pass — Animations & Cleanup

This month was unglamorous but necessary. Cleaned out several gigabytes of unused assets, deprecated blueprints, and leftover test content that had accumulated since early development. In parallel, went through all character and object animations — smoothing transitions, fixing foot sliding, tightening timing. The game feels more grounded now.

Completed
Core Gameplay Loop

The foundation of the game is complete — exploration mechanics, psychological event system, environmental storytelling, and the protagonist's reactive behaviour. The loop is stable and feels exactly as intended.

In Progress
Locations & Environment

The main location — a two-storey family home — is actively being built out. Each room carries its own embedded history, with details that only become wrong when you start paying attention.

50% Complete
Original Soundtrack

Half of the album is written and recorded. The score is built around a single degrading piano motif — familiar at first, then increasingly unrecognisable. The remaining half follows the same thread deeper.

Planned
Beta Testing

A closed beta is planned before release. A small group of players will experience the game first — feedback on pacing, atmosphere, and technical stability will shape the final build.

Planned
Steam Release — 2026

Nightmare Within is planned for release on Steam in 2026. Add it to your wishlist to be notified the moment it launches.

Post-Launch
Story DLC

A narrative expansion is being considered for after the base game release. A separate chapter — a different perspective on the same house, the same fear.

Official Trailer
ESC — close  ·  ← → — navigate