Announcing Project: Deepsleep
Okay, so I may have technically already announced DEEPSLEEP… but now I want to dig into the vibe. Let’s go.
Project: Deepsleep (which, by the way, is not the ACTUAL name of the game…I’m not ready to reveal that quite yet) is going to be a throwback to a simpler time of horror…1996 to be exact.
You see, I grew up playing the OG Resident Evil on the OG PlayStation. Countless nights I sat awash in the warm, effervescent glow of my Samsung GXE1395, wandering the halls of the Spencer Mansion, a grey PlayStation controller gripped tightly between my fingers.
And while graphics fidelity improved over time and game mechanics became more rich and complex, nothing ever quite gave me the same feeling as I had while playing that pixellated, polygonal beauty of a game.
And as such, I want to honor the legacy of Resident Evil, and of other PS1-era horror titles like “Silent Hill” and “Dino Crisis” by developing a game that feels like it could sit beside them. A game that was lost to time, and recently uncovered in someone’s dead grandmother’s attic.
That’s the essence of PROJECT: DEEPSLEEP.
I’m talkin’ tank controls. Fixed camera angles. Bad voiceover performances.
If I can transport you back to those weird and wonderful days…then my job here is done.
Also—since this is my very first game (of many!), I’m keeping it tight. This will be a short experience, around 30 to 60 minutes max. Something unique. Something cool. Something that doesn’t take me three years to make. I want to get my hands dirty, learn as I go, and—most importantly—make something that actually ships.
That’s the plan. A bite-sized survival horror time capsule.
Come with me on a journey back to when graphics were blocky, autosaves didn’t exist, and every door creaked open to uncertainty.
Come with me into eternal. Deep. Sleep.
The nightmare begins soon.
—Steve
(P.S. I feel like writing a P.S. at the end of every devlog is, like, a requirement now.)
(P.P.S. Yes, I know I didn’t reveal much about the story or setting. All will be revealed… in time.)