Suspension

Suspension

The looping trains…
Oh, it’s like a never-ending nightmare…

Suspension is a single-player, 3D First Person, horror game with puzzle-solving elements. Players will wake up inside the mysterious metro cart and find themselves trapped in a nightmare loop; with the attack from a weird doll, they must try their best to escape the Metro to put an end to everything.

Developed 8 weeks · Tools: Unity, Machinations
Roles: Level Design / Game Design

Suspension — Metro carriage atmosphere

Pre-Production & Philosophy

As a puzzle enthusiast, I believe the core appeal lies in the epiphany—that sudden 'Aha!' moment. This moment provides the intense intrinsic reward that drives Homo Ludens to engage with puzzles. Yet, the journey to reach that point is often paved with friction and frustration.

Don't get me wrong, players can absolutely find a great 'flow' during the journey, but that isn't always the case. If we look at the data, our first priority is making sure the player 'survives' the journey.

Early Concept / Brainstorming Notes

Some designers try to fix this by lowering the frustration levels. But the problem is, this often lowers the challenge too, killing the thrill of that 'Aha!' moment. Other designers choose a different approach. Instead of just making things easier, they change the nature of the puzzle. They use Knowledge Locks, Cognitive Interference, or even let the player mess with the rules.

For our approach, we focused on the journey itself. We asked ourselves: How can we make this process more pleasant and less frustrating?

During pre-production, we held a meeting to find a 'painkiller' for the struggle of solving puzzles. That’s when my background in psychology kicked in. My instinct gave me the answer immediately: Endorphins and Dopamine.

And just like that, a genre fusion was on the table: Horror.

Horror is the painkiller.

Think about horror games for a second. The core loop is built on Tension and Release. The designer builds up the pressure until the player can barely take it, and then—release. Hard puzzles work the exact same way. The 'frustration' phase is just the Tension. Without that buildup, the 'Aha!' moment (the Release) wouldn't feel nearly as satisfying. We need the struggle to make the victory taste sweet.

After deciding to experiment with a puzzle game infused with horror elements, we had to ask ourselves: 'What differentiates us from all the other horror-puzzle games on Steam?'

Our answer defines our philosophy: Horror is the painkiller.

In our game, horror serves as emotional support to help players survive the cognitive struggle of the puzzles. It shouldn't be the player's burden; instead, the horror elements should be their fuel.

Isn't that ironic? Using fear to comfort the player?

Usually, horror drains you. But here, the adrenaline spike from the horror provides the energy boost needed to power through the logic puzzles.

Core Pillars

Diagram of the 3 Pillars

  1. Pressure: The Sweet Spot of Tension

In traditional horror, pressure is often overwhelming. But for us, pressure is a tool for focus, not exhaustion. We use atmosphere and enemy presence to keep players attentive—giving them enough adrenaline to solve puzzles, but not so much that they freeze up. It’s about maintaining 'immersion,' not inducing trauma.

  1. Movement: Grounded & Deliberate

You can't feel fear if you can fly across the room like a superhero. We tuned our movement to be grounded and slightly slower. This gives weight to the character and makes every step a deliberate choice. We don't want players to feel overpowered; we want them to feel present. The slower pace forces them to absorb the atmosphere—the 'fuel'—rather than rushing past it.

  1. Fear: Context is King

Horror shouldn't be a jumpscare mini-game separate from the actual gameplay. In our design, fear follows immersion. We embed horror directly into the narrative flow. Every puzzle links back to the story, so when you are solving a logic problem, you aren't just matching shapes—you are engaging with the terrifying reality of the world.

The Reality of Production

However, once we entered production, reality hit us hard. We had 8 weeks to build this. We thought we were ready, but we soon realized it wasn't that easy.

In the end, we failed. And we failed badly.

We didn't fail to ship a finished project. We failed because we compromised. Under the pressure of time and skill limitations, we lost our original vision. Instead of a revolutionary puzzle game fueled by horror, we ended up making just another generic horror game with puzzle elements.

But what we tried and what we learned—that is the real treasure. I truly believe that in the future, we will reclaim that vision and build a true puzzle game using horror as its PAINKILLER.

Looking back, let's break down the specific obstacles that derailed us—what we encountered, and how we fought back.

Design Obstacles & Iterations

1

The Calibration Nightmare: Subjective Fear

Playtest Data Graph
2

The Cognitive Tax

3

The Designer’s Curse: Bias vs. Reality

Visual Engineering: The Stack

Atmosphere isn't created in a single click. It is engineered layer by layer. Moving from the raw render to the final nightmare.

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RAWWHITE BALANCE
01

Temperature Shift

Inspector

The raw scene felt too clinical. I utilized White Balance to shift the Temperature (+3000) towards orange, infusing the scene with a touch of warmth.

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PREV+ SSAO
02

Grounding Geometry

Inspector

I applied SSAO to accentuate the highlights while deepening the shadows. This heightened contrast shrouds the dark corners in mystery, amplifying the fear of the unknown.

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PREV+ COLOR GRADING
03

The "Sickly" Palette

Inspector

Aggressively adjusting shadows to deep teal and midtones to yellow-green to mimic the uncomfortable lighting of fluorescent tubes.

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PREV+ BLOOM
04

Hazy Atmosphere

Inspector

Added Bloom with a high intensity (4.0+). It bleeds the light into the dark areas, simulating a dusty, humid environment.

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PREV+ VIGNETTE
05

Focusing the Eye

Inspector

I applied Panini Projection to warp the peripheral perspective. This distortion simulates the disorienting "tunnel vision" of high stress, physically compressing the edges to force the player's focus directly onto the threat.

Retrospective

Looking back at these 8 weeks, it would be easy to say we failed. We compromised on our vision, we struggled with the balance, and we ended up with a game that was far from the revolutionary experience we imagined.

But as I said at the start, what we learned is the real treasure.

We now know that Horror is indeed a potent Painkiller for the puzzle journey—but only if the dosage is precise. We learned that players aren't just logic machines; they are emotional beings whose intelligence fluctuates with their heart rate. And we learned that our own intuition is often the biggest trap of all.

We didn't ship the perfect game this time. But we have built the framework for one. I still believe in our original philosophy. In the future, armed with these hard-won lessons, I know we will build a true puzzle game where fear isn't a burden, but the ultimate fuel.

The experiment continues.