What gets built, in what order, with what. Placeholder-first, custom art only after the loop is proven. If the game is only fun once weapons exist, the horror isn’t strong enough yet.
Weapons are defensive, scarce, clumsy, and loud. They buy seconds — they do not solve encounters. There is one weapon — the bat — with a three-tier upgrade path, bound to a single horror rule: every upgrade makes you deadlier AND louder, brighter, and more hunted. Power always costs safety.
A dented metal bat, grip tape unwinding. Found, not given. Staggers — can’t reliably kill.
Rusty nails hammered through the barrel. Causes bleed; heavier stagger — but snags and can stick mid-swing.
Wrapped in burning rag. Adds burn-over-time — and throws light: it reveals you to the zombie & 6741, draws everything, burns out fast.
Every tier up trades safety for force. Silver is quiet-ish and weak; Nailed hurts more but snags and makes you bleed the zombie (a blood trail it can follow); Fire is the most lethal and the most suicidal — a torch strapped to your hand that paints you for every threat in the house. The strongest weapon should be the scariest to hold.
Rusted star-shaped metal scrap — a broken fan blade, a ritual-looking object found in Storage. Framed as strange and wrong, never cool. Very limited quantity.
Tagged by phase. MVP = required for first playable · P2 = phase two · NTH = nice-to-have.
| Category | Asset | Phase |
|---|---|---|
| Characters | One readable placeholder survivor (Mixamo/Kenney base) + zombie mesh | MVP |
| Joe / Billy / Bob distinct low-poly models + PhilBillyBob kitbash | P2 | |
| Animations | Idle · walk · run · interact · downed · revive · zombie walk · zombie attack | MVP |
| Bat swing · barricade · sprint-burst · per-character fear flinches | P2 | |
| Environment | Modular room kit (wall/floor/ceiling/door/trim) + one grime atlas per theme | MVP |
| Exterior: moon, treeline billboards, fog wall, yard | MVP | |
| Props | Key A · Key B · medkit · exit door · flashlight · safe-room lantern · CRT TV | MVP |
| Bat · throwing-star scrap · fuse box / phone / valve (minigame props) | P2 | |
| Textures | Wall · floor · ceiling · tile · wood · rust · mold · blood · dust decals (128–256px) | MVP |
| Audio | Footsteps (per surface) · breath · heartbeat · door creaks · zombie set · key/door/revive · 6741 presence · menu & chase beds | MVP |
| Whisper library · false-cue set · weapon SFX · secret-ending music box | P2 | |
| UI | HUD (health/fear/keys/prompts/minimap) · CRT menu/lobby/select · chat · reset banner | MVP |
| Materials | Atlas/trim shared materials · vertex-lit material · emissive flicker material | MVP |
| Shaders / FX | PS1 post stack: dither · colour-quantize · affine wobble · depth fog · grain · vignette · low-res buffer | MVP |
| Fear distortion · chromatic bleed · skinwalker de-resolve flicker | P2 | |
| Wet surface specular · subtle screen-space scares · CRT curvature option | NTH |
Build the whole loop on free placeholders first. Custom art only after it’s fun. No license is assumed valid until verified and logged.
Kenney prototype figures, Mixamo base mesh + idle/walk/run/zombie anims. Recolour & rescale for readability.
Quaternius & Kenney modular kits, Poly Pizza props. Re-texture to the grime atlas.
Freesound & OpenGameArt for footsteps, creaks, drones, breath. Process heavily to unify.
Do not claim any license is safe until checked. Track every asset (source · creator · license · commercial · attribution) in docs/ASSET_LICENSES.md.
The whole bible compressed to rules you can pin above a desk.
6741 is a house remembered wrong — dark, dirty, and almost human. Two people with one flashlight should be terrified by a creak in the next room. We win with darkness, silence, and sound, not gore or spectacle. Every surface is grimy, every model is low, every frame looks dubbed off a tape watched too many times. Keep it small, keep it scary, and never let it look polished. If the empty house isn’t frightening, nothing we add will be.