Horror atmosphere engine for Unreal Engine 5. Dynamic tension management, adaptive lighting, AI stalker behavior, spatial sound design, and psychological horror mechanics.
Not included in the v0.1.1 snapshot. This framework is planned with the same depth as PGX Core — dedicated subsystems, DataAsset configuration, Blueprint nodes, editor panels, and documentation.
Every genre framework in the PGX ecosystem is designed to be a complete, professional-grade solution built on the shared Core foundation.
Currently in design phase. Development will begin once PGX Core reaches v1.0. Follow our progress on GitHub.
Dynamic tension curve that adapts to player behavior. Build dread through pacing, environmental cues, and controlled release.
Context-aware lighting that responds to tension level. Flickering, dimming, and blackout events triggered by game state.
Intelligent enemy AI that hunts, patrols, and retreats based on player actions. Rubber-banding and pacing awareness.
3D audio with occlusion, reverb zones, and proximity-based ambient layers. Dynamic soundtrack that follows tension.
Player mental state system with visual distortion, hallucinations, and gameplay effects at low sanity.
Configurable scare events with cooldown management, variety tracking, and diminishing returns prevention.
| Architecture | Plugin-based |
|---|---|
| Systems | 6 planned |
| DataAssets | 10+ types |
| BP Nodes | ~40 planned |
| Tension Levels | 5 (Calm, Uneasy, Tense, Terrified, Panic) |
Planned to use PGX Core systems for reliability and consistency.
Resident Evil-style games with resource scarcity, puzzle-solving, and escalating threats.
Silent Hill-style experiences with reality distortion, symbolic environments, and narrative horror.
Atmospheric exploration games with environmental storytelling and slow-burn tension.
Concept placeholders — real screenshots will come with development.
Professional game development frameworks backed by real-world education and production experience.
Visit Academy →