The action and the horror in Beneath (1/2)

Creating an action-horror game is all about finding that delicate balance between keeping players on the edge of their seat and giving them just enough power to fight back.

In a game like Beneath, the goal is to make the player feel both vulnerable and capable at the same time.

It starts with pacing. Think of it like a rollercoaster—you don’t want non-stop action or constant terror, or else the player gets numb to it.
Instead, we try to alternate between intense, heart-pounding combat sequences and slower, creeping moments of suspense.

It’s in those quieter moments that the fear really sinks in because the player doesn’t know when the next threat will hit.

Another big part of maintaining that balance is resource management.
In action-heavy games, players can feel unstoppable if they have endless ammo and health. But in a horror game, we want them to feel like every bullet counts, like every enemy encounter could be their last.

It’s that sense of scarcity and uncertainty that makes combat moments even more intense.

(to be continued)

 

 

About The Author

jaket
Game developer, free thinker and amateur kickboxer. Co-owner & Producer @ Camel 101

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