Survival Horror

Harrowmoor

31st October, 11:47 pm. Your engine coughs, dies, and will not start again. No signal. Twenty miles from the nearest village. The only way out is through the grounds of Harrowmoor Hall, an abandoned Victorian manor on the hill, and its electric gate has been locked for the night, its three fuses hidden. In 1893 Lord Edmund Harrow brought his dead bride back with a forbidden rite. The churchyard came with her. Find the fuses. Restore the power. Survive while the gate opens. What waits for you The dead in the fields hunt by sight and sound. Your torch gives you away; sprinting is loud; crouching is quiet. Walls and closed doors muffle your footsteps. The ghosts of the Hall (the bride, the little girl, the widow at the organ) move when you are not looking. Hold a focused torch beam on them to banish them, if your battery lasts. The churchyard does not lie still. The last stand: three fuses in, the motor groans, the alarm bell rings, and every corpse on the estate hears it. Features A full first-person survival-horror escape, about 25–40 minutes for a first run. Six diary pages that piece together what happened at Harrowmoor in 1893. Photo-scanned materials, rain-soaked surfaces, volumetric torchlight, real-time shadows and lightning. Spatial 3D audio and an original score that reacts as the dead close in. Wear headphones. Road flares, a dying torch battery, checkpoints and a journal with a map. Keyboard and mouse, controllers (Xbox and PlayStation), and touch controls on phones and tablets. Settings for brightness, field of view, subtitles, graphics quality and reduced flashing. Controls WASD move · Mouse look · Shift sprint · C crouch · F torch · Right mouse focus the beam · G throw a flare · E use · J journal · Esc pause Content warning: horror themes, jump scares and flashing lights (reduce flashing in Settings). Code, plus the 3D models. The car and the main character were made with Higgsfield, which is AI.

Psychological Horror · Survival Horror · 3D

Backrooms: Level 0

You noclipped out of reality into Level 0: endless yellow wallpaper, damp carpet and the hum of fluorescent lights. Someone was here before you and pinned 8 pages to the walls. Take them all and a door will unlock somewhere in the maze. The lights flicker and die. Something wanders the halls, and it hunts by sound: sprint and it hears you, sneak and you might slip past. Your flashlight helps you see and helps it find you. Almond water steadies your heart and restores stamina. Every run is a new procedurally generated maze. Escape as fast as you can and your time goes on the leaderboard. Controls: WASD to walk, mouse to look, Shift to run, C to sneak, F for the flashlight, E to interact, Esc to pause. Touch controls on phones and tablets (landscape). Headphones strongly recommended. Created with Claude. The maze, textures, creature and audio are all generated in code at runtime.

Horror · First-Person · Procedural Generation

Narwhals of the Rainbow Sea

A js13k 2026 game about Unicorns and Rainbows. Narwhals of the Rainbow Sea is a colorful cooperative adventure. Swim through seas of every color, discover friends who need your help, and guide them back to the sea where they belong. Friendship is magic: stick together, look out for one another, and work as a team to reach the depths and overcome whatever lurks there. Supports 1–2 local players. Player 2 can join at any time by pressing the 2P button. Controls 🎮 🎮 Player 1: Arrow keys to swim, Space to boost Player 2: WASD to swim, E to boost Gamepad: Left stick to swim, X / Square to boost Touch: Drag the on-screen control; press the ⚡ button to boost https://js13kgames.com/2026/games/narwhals-of-the-rainbow-sea

Local Co-Op · Touch-Friendly · Family Friendly

One Last Bar

Your signal bar is your health, your map, and your only way home. You strip dead infrastructure for a living. Walk out into the yard, grab whatever valuable junk you can carry, and get back to the van before your connection gives out. Everything you rely on runs on reception. FOUR BARS everything works. THREE item readouts get unreliable. You're not sure what you just grabbed. TWO your compass starts drifting. Home is no longer where it says. ONE something else joins your comms channel. ZERO the world flips. The deeper you go, the better the loot and the worse the signal. Deploy boosters to claw bars back, and stack them into towers to punch a connection into the dead zone. Bank your haul, upgrade the van, go further out. THREE PLACES TO WORK, each breaking your signal a different way. THE YARD distance is the enemy. Containers, a burning horizon, ash instead of rain. THE SUB-LEVEL distance means nothing. Line of sight is everything, and there is concrete in the way. THE ANTENNA FIELD the good ground moves. Ride the sweeps or lose the link. Then FRENZY: endless waves, a clock that resets every wave, a quota to bank, and radars that are not all on your side. Spend what you scrape between waves, because it does not follow you home. TWO THINGS ARE HUNTING YOU, FROM OPPOSITE ENDS. One feeds on bad signal. It is dormant while you are connected, wakes as you lose bars, and at one bar it is the only thing on the channel coming through clean. The other is only awake while your signal is STRONG, and it moves only while you are not looking at it. There is no part of the meter that is safe. FEATURES A signal ladder that drives everything: loot text, navigation, the monsters, the weather, and the audio mix itself Deployable booster towers that physically extend your safe range, and critters that come out of the dark to eat them Four places to work, each with its own weather, and its own way of failing you A fully voiced operator: 300+ reactive lines, and she is not always the one talking Hardcore mode where one hit ends the run and the store turns on you Leaderboards, achievements, and cloud saves that follow you across devices Full controller support Comfort settings on by default: no screen shake, no camera roll, no blur No signal. No extraction.

Survival Horror · 3D · Action Roguelike