HomeGamesUpdatesPricingMethodology
Steam News20 January 20265mo ago

How we crafted the horror atmosphere ?

Hi everyone!:) For our turn-based horror game, we needed a lot of unique corpses. Making them by hand was unrealistic, so we took a different approach. We built a procedural corpse generator.

Full notes

Full Critical Shift update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions1 change0 removals
  • Balance
changedchoose the damage level (from "fresh" to a skeleton in a lab coat)

Critical Shift changes

changedchoose the damage level (from "fresh" to a skeleton in a lab coat)

Hi everyone!:)

For our turn-based horror game, we needed a lot of unique corpses. Making them by hand was unrealistic, so we took a different approach. We built a procedural corpse generator.

How it works:

  • take rigged models

  • place them into poses using IK

  • choose the damage level (from "fresh" to a skeleton in a lab coat)

  • enjoy the result

Everything runs in a Unity + Houdini pipeline.

In the end, all the corpses look different, and the locations feel alive (well, almost). The procedural approach saved us a ton of time and noticeably boosted the atmosphere:)

Source

Steam News / 20 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.