SINISTER
A Psychological Horror Experience
Elevator Pitch
Sinister is a psychological horror RPG where memory lies and monsters wear your face. As you descend into a cursed dungeon to find your missing father, the deeper truth begins to emerge: you’re not just fighting demons. You’re becoming one.
Core Concept
- Genre: Psychological Horror / Narrative-Driven RPG
- Engine: Godot
- Inspiration: Silent Hill 2, OMORI, Zelda-style dungeons
- Unique Hooks:
- Retro CRT aesthetic with in-world retro consoles
- Inner voice becomes second personality
- Morality is ambiguous and intention-driven
Story Overview
You return to your hometown after your father's disappearance. The men are vanishing, drawn to a fog-drenched dungeon none return from. At first, you're trying to save them. By the end, you're not sure you didn't send them there yourself.
Visual Style
- Pixelated low-poly visuals + hand-crafted 2D overlays
- Simulated CRT distortion and ghosting
- Psychological cues like glitched reflections, corrupted UI, and hallucinations
Gameplay & Mechanics
- Zelda-style dungeon layout with keys, rooms, and secrets
- Light combat: sword and shield based
- Exploration includes interactive memory sequences
- Linear but interactive cutscenes triggered by POIs during early exploration
- Dialogue evolves with your sanity — inner thoughts become arguments
- Metagame: fake save files, corrupted menus, broken in-world games
Target Audience
- Fans of narrative horror: OMORI, Lisa: The Painful, Undertale
- Players who love uncovering psychological twists
- PC-first, Web-ready, console (Switch) potential
Development Status
- Engine: Godot (mechanics prototyped in Phaser)
- Story: Fully outlined and drafted
- Visual & Audio Style: Established direction
- Goal: Demo late 2026, full release 2027 to 2028
The Team
Jacob Briley – Writer, Designer, Programmer, Composer
Background in hardware modding, music distribution, and creative storytelling.
Building Sinister as a deeply personal exploration of trauma, faith, and fractured identity. Every mechanic and narrative beat is designed to confront what it means to remember — and what it means to forget.
Ask & Vision
Looking for:
- Narrative design feedback
- Funding for art/sound collaborators
- Publisher partnerships or platform exposure
Vision: Create a horror experience that makes the player question their own morality — not just the character’s.
“You like to think you have a choice... But you were never a player. You were a pawn.”