ByTim Horton, writer at Creators.co
Business Development at Now Loading. @TimHortonGame | Email: [email protected]
Tim Horton

Grave is a first person, open world survival horror experience. Survive the night with an arsenal of defensive tools, and explore an ever-changing world filled with frightening creatures. Grave is a hybrid of environmental exploration and combative horror, creating constant tension as the player balances exploration and survival.

In the world of Grave, things are not always as they seem. Explore a surreal, lonely wasteland by day, and fight off hideous creatures after the sun sets. With each passing day, the world changes around you. Presenting not only new threats, but new locations to explore.

Grave
Grave

In Grave, darkness brings terror, but not hopelessness. The world of Grave is scattered with tools that can be used for protection. Ward off creatures with flashlights, gasoline fires, portable generators and more. Grave is about survival, so no tool is a strictly intended for offense. Multiple uses of tools allow players to decide how best to survive the night.

Features

Grave
Grave


Unique day-night gameplay woven into the experience - split gameplay between survival and exploration. Fear the night, hope for day.

Highly procedural world. Not only are the creatures unpredictable, but so are the environments. Each night produces changes to the surreal landscape of Grave.

Multiple characters and stories to explore, each with their own sets of challenges and experiences.

Grave
Grave

Frightening AI creatures see and hear you, with complex behavior to stalk you. You are the hunted, not the hunter.

Over 8 Unique tools for defending yourself against the creatures of the night, including matches, flashlights, flares, generators, fire and more.

Craft new resources using items found in the environment. Build up your defenses or create unique items for combating the creatures of the night. Just be sure to watch your back...

Grave
Grave

New Trailer

One of our biggest and most unexpected hurdles was in messaging the game to our audience. We get really limited responses early, and a strong part of that was the public perception of the game. Bluntly, they didn't know what it was about. We've been slowly building up Grave's story and haven't wanted to reveal too much. The game is very inspired by surrealist art and film, and we don't want to ruin the experience by revealing too much. Part of the journey is that discovery.

That being said, what we found out was that we hadn't hit the right tone with our original trailer. The first trailer, which was produced in our hotel during GDC with footage taken from me playing on a rented laptop, hadn't done much for communicating the game's tone or style. Many people thought it looked generic, and couldn't really see what made the experience stand out.

Updated Art Style

Grave
Grave

On observation we made early on is that the game wasn't expressing it's more surrealist nature in a lot of elements of our presentation. Our original goal for the game was to build a realistic style, but to create abstract and strange imagery within it. This seemed like sound logic, but it can be really difficult to express to the audience. It also has a tendency to fall into the crowd of other quasi-realistic games. After some debate, we decided to explore a few changes.

Grave will be available on Xbox one, PS4 and PC!

What do we think? Room for another horror game and is this worthy?


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