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PGX Horror Systems

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PGX Horror Systems

Horror Systems & Atmosphere

Adaptive horror framework with tension curves, dynamic lighting, AI stalkers, and sanity mechanics. Designed to create sustained dread, not just jump scares.

6 Systems
10+ DataAssets
~40 BP Nodes
5 Tension Levels

In Active Design

This framework is currently in the design and prototyping phase. The systems, features, and technical specifications shown below represent the planned architecture. Follow our progress on the PGX Framework web for updates.

Planned Systems

Tension System

Adaptive curve based on player behavior. Pacing-aware dread that builds, peaks, and releases organically.

Adaptive Lighting

Context-aware lighting with flickering, dimming, and blackouts triggered by game state and tension level.

AI Stalker

Intelligent hunting, patrol, and retreat behaviors with rubber-banding and pacing awareness for sustained tension.

Spatial Sound Design

3D audio with occlusion, reverb, proximity layers, and dynamic soundtrack that responds to player state.

Sanity Mechanics

Mental state tracking with visual distortion, hallucinations, and gameplay effects that degrade over time.

Jump Scare System

Cooldown management, variety tracking, and diminishing returns to prevent desensitization and maintain impact.

Specifications

Architecture Event-driven with Tension Governor
Systems 6 horror-specific systems
DataAssets 10+ atmosphere DataAssets
BP Nodes ~40 Blueprint-exposed nodes
Tension Levels 5 configurable tension states

Built on PGX Core

This framework leverages the following PGX Core subsystems:

Built For

Survival Horror

RE-style survival horror with resource management, tension pacing, and combat-avoidance mechanics.

Psychological Horror

Silent Hill-style psychological horror with sanity mechanics, unreliable perception, and environmental storytelling.

Walking Simulators

Atmospheric exploration games with environmental narrative, tension building, and ambient horror.

Follow Development Progress

Check the PGX Framework web for architecture updates, development logs, and early access announcements.

Visit Documentation

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