
About this template
Build a game where players walk through a carefully crafted space and everything they find makes them wish they had not come. Walking sim horror strips away combat and inventory and leaves only environment, story, and the player's growing understanding of what happened here.
Summer Engine helps you build that narrative through conversation. Describe the space, the event, the thing you want players to understand by the end. The AI helps set up exploration flow, triggered audio and environmental changes, and the pacing of revelation through a space with no enemies to dodge.
The walking sim horror format works because it respects the player's intelligence. Nothing jumps at them. They walk toward the horror willingly because the story demands it. Building a game where the player chooses to keep going despite everything they have learned is the design challenge you are taking on.
Who it's for
- Writers who want to tell a horror story through space and exploration rather than cutscenes.
- Developers who want to build atmospheric horror without designing combat or enemy AI systems.
- Teams interested in short, dense experiences that prioritize every environmental detail.
- Fans of What Remains of Edith Finch, Gone Home, or Dear Esther who want to work in horror rather than drama.
Highlights
Short Horror Experience
Build a 20-45 minute horror story set in a single location. Dense environmental storytelling, strong ending. Ideal format for a single dev.
Anthology Format
Create multiple short horror stories with different settings and tones, connected by a framing narrative. Each chapter stands alone.


