Sonegan
- 1the cockpit: the engines won't start while the creatures are alive
- 2an alarm is on, and a light projects a shadow on the wall
- 3the flashlight lights up the facing enemy: a little jumpscare
- 4powerless, the player can only avoid them and go left
- 5the two Electrical Rooms: no power, no doors, no light
- 6the ship opens up — find Adam, who owns the Weapon Room's key
- 7the first shot proves the weapon is lethal: now the goal is clear
- 818 creatures to hunt down across three floors
- 9the boss spawns
The player starts in the cockpit and can't start the engines while the creatures are alive: the only way out is to get rid of them. Outside, an alarm is already on and a light throws a shadow on the wall — curiosity leads to strange sounds, then to the flashlight, which lights up the facing enemy and lands a little jumpscare. The Lounge is closed, so the only way is left, past creatures a powerless player can only avoid. The path funnels up to the two Electrical Rooms: by then the player has pressed light and door buttons that do nothing. The rooms can be skipped, but then doors never open and nothing is ever lit. With power back the ship opens up from a central crossway, and a short circuit can cut an area again without ever locking the player in. To move forward the player needs Adam, who has the Weapon Room's key: a document names him, but the labels on the crew cabins make him findable without it. In the Weapon Room the first shot proves the weapon is lethal, and the goal becomes clear. After 18 creatures, a boss spawns — only then does the start engine button end the game.
The creatures have no senses except sound, which they use like sonar: they pass through walls, kill on touch, and are visible only inside a lit zone — including the one the flashlight makes, which fails as the battery dies. Holding that together meant arrays for every light zone, switch and enemy, splines for movement, timers for the battery and the short circuits, timelines for the dying torchlight, and interfaces and event dispatchers between blueprints. Different switches drive the same lights and influence each other; two drive the same door. There wasn't time for elegant logic, so every combination of player actions was handled one by one to avoid bugs. The modular set is mine, built from Unreal brushes on a 4x4 modular grid with centred pivots, and Level Streaming keeps it optimised.