All projects
Four Eyes logo

Four Eyes

A PS1-style horror game where you can barely see — until you find your glasses.

Jun 2026 – present

FOUR EYES is built around a single gimmick: you can't see well without your glasses. An elderly protagonist wakes up in a haunted mansion with the world genuinely blurry, desaturated, and vignetted — real post-processing, not a filter overlay. Somewhere in the house is a pair of glasses; finding them snaps the world into focus and unlocks the exit. Until then, six monsters roam the halls.

Nearly everything is procedural: the multi-level mansion is generated from a seed (rooms, stairs, lighting, props), the monsters patrol, investigate, and chase using sight and hearing detection, and even the audio and gait animation are generated at runtime — no authored clips. It's rendered in a deliberate PS1-era style with low-res upscaling and dithered color-crush, and every system is architected to be networking-friendly for planned Steam co-op.

Gameplay captures coming soon

Key features

Impaired-vision mechanic

Depth-of-field, vignette, and desaturation post-processing make you genuinely near-sighted until the glasses are found.

Procedural haunted mansion

A seeded generator builds a multi-level house — rooms, doorways, stairs, themed materials and lighting — fresh each round.

Six monster variants

NavMesh-driven patrol → investigate → chase → attack AI with FOV-cone sight, light-scaled range, and noise-based hearing.

Stealth systems

Wardrobes and under-bed hiding spots, sprint/crouch stamina, and a noise-emission system for sneaking past guards.

PS1-era presentation

Low-res point-upscaled rendering with dither and color-crush, plus procedural textures, audio, and animation.

Built with

Unity 6C#Universal Render PipelineNavMeshProcedural generation

Source code for this project is private.