RESØNANCE

A first-person horror game where the entity hears through your actual microphone.

A blind creature hunts by sound in an acoustically-engineered mansion. Your real-world noise is your in-game presence, and stillness is your only escape.

The mansion belonged to a reclusive composer who was obsessed with the architecture of sound. He built the house as an instrument: whispering galleries, resonant chambers, rooms tuned to specific keys.

You are an audio archivist, hired by the estate to spend one night digitizing his collection before it goes to auction. Tapes, wax cylinders. A mundane job. Easy money.

The hook

The entity was never given eyes. It was composed. It hunts purely by sound, which is what makes the microphone more than a gimmick layer: your real mic is your character's presence in the house.

The game measures your actual room. A calibration step learns your noise floor before the night begins, so a genuinely quiet room earns a genuinely quiet baseline, and a loud one does not get punished for being honest.

The recordings are the story

Every piece of the narrative lives on the tapes you were hired to digitize, and playing a tape is audible. Learning what happened here is always a risk you choose to take.

Your microphone

Audio from your microphone is processed locally, in real time. It is never recorded, never stored, and never transmitted. That is a design constraint written into the game's architecture, not a policy we intend to revisit.

The game does measure things about your room, like how quiet it is, and some of those measurements will be sent so the game can be tuned. The privacy policy says exactly which, in plain terms.


Status

In development. There is no release date, no store page and no trailer yet. When there is a Steam page, it will be linked here first.

Built in Godot by Komar Labs, a one-person studio in Kuna, Idaho. Questions, or want to be told when it ships? admin@komarlabs.dev.