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Steam News30 July 202628d ago

100,000 Wishlists Reached β€” Our Dynamic Horror Event System

πŸŽ‰ 100,000 Wishlists Reached! Hello Ghost Hunters, Give Us A Sign has officially reached 100,000 wishlists! Thank you for every wishlist, comment, message, and piece of content you have shared.

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Full Give Us A Sign update

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What changed

0 fixes3 additions38 changes0 removals
  • Events
  • Maps
  • Gameplay
  • UI and audio
changedπŸ‘» Dynamic Horror Event SystemOne of the core technologies behind Give Us A Sign is the Dynamic Horror Event System .
changedπŸ‘» Dynamic Horror Event SystemThe purpose of this system is to make paranormal encounters less predictable and more dynamic.
changedπŸ‘» Dynamic Horror Event SystemMany horror games rely on scripted events that always occur in the same locations under the same conditions. Our approach is different. The system evaluates multiple gameplay variables, including player location, investigation progress, environmental conditions and paranormal activity, to determine how and when different events can occur.
changedπŸ‘» Dynamic Horror Event SystemThe goal is to ensure that two investigations on the same map do not always play out the same way.
changedπŸ‘» Dynamic Horror Event SystemThis does not mean every event is completely random. The system follows a defined set of rules and conditions to keep encounters consistent while increasing replayability and reducing predictability.
changedπŸ‘οΈ Dynamic Corner Horror SystemOne of the subsystems of the Dynamic Horror Event System is the Dynamic Corner Horror System .

Give Us A Sign changes

changedOne of the core technologies behind Give Us A Sign is the Dynamic Horror Event System .
changedThe purpose of this system is to make paranormal encounters less predictable and more dynamic.
changedMany horror games rely on scripted events that always occur in the same locations under the same conditions. Our approach is different. The system evaluates multiple gameplay variables, including player location, investigation progress, environmental conditions and paranormal activity, to determine how and when different events can occur.
changedThe goal is to ensure that two investigations on the same map do not always play out the same way.
changedThis does not mean every event is completely random. The system follows a defined set of rules and conditions to keep encounters consistent while increasing replayability and reducing predictability.

πŸŽ‰ 100,000 Wishlists Reached!

Hello Ghost Hunters,

Give Us A Sign has officially reached 100,000 wishlists!

Thank you for every wishlist, comment, message, and piece of content you have shared. Your support continues to motivate us throughout development.

To celebrate this milestone, we would like to share a closer look at some of the core systems we have been working on.

πŸ‘» Dynamic Horror Event System

One of the core technologies behind Give Us A Sign is the Dynamic Horror Event System.

The purpose of this system is to make paranormal encounters less predictable and more dynamic.

Many horror games rely on scripted events that always occur in the same locations under the same conditions. Our approach is different. The system evaluates multiple gameplay variables, including player location, investigation progress, environmental conditions and paranormal activity, to determine how and when different events can occur.

The goal is to ensure that two investigations on the same map do not always play out the same way.

This does not mean every event is completely random. The system follows a defined set of rules and conditions to keep encounters consistent while increasing replayability and reducing predictability.

πŸ‘οΈ Dynamic Corner Horror System

One of the subsystems of the Dynamic Horror Event System is the Dynamic Corner Horror System.

This system analyzes the architecture of each environment and identifies locations that are naturally suitable for paranormal encounters.

Narrow corridors, blind corners, ceiling edges, wall intersections and other areas with limited visibility can all become potential locations for dynamic events.

When the required conditions are met, the system selects suitable positions where paranormal activity can occur naturally within the environment.

The objective is to make encounters feel like they belong to the environment instead of appearing as manually placed scripted events.

🧩 Procedural Entity Adaptation

Another technology supporting this system is Procedural Entity Adaptation.

Instead of creating unique animations for every possible situation, we are developing a more flexible solution.

The system analyzes surrounding geometry, nearby surfaces and environmental data, allowing entities to adapt their pose and placement to different environments.

This allows the same system to generate a much wider variety of encounters across different maps while reducing repetitive behavior.

When needed, handcrafted animations are combined with procedural techniques to create more polished and believable encounters.

Our objective is to use procedural systems together with handcrafted content to create paranormal encounters that feel natural and varied.

🀝 Multiplayer Support

The Dynamic Horror Event System has been designed with multiplayer gameplay in mind.

Some paranormal events can be experienced by the entire investigation team, while others may only affect specific players.

This allows different players to experience different paranormal events during the same investigation.

As a result, teammates may not always witness the same activity, making communication and cooperation a more important part of every investigation.

😨 Dynamic Horror Tension System

Paranormal tension is not created only by visible entities.

The Dynamic Horror Tension System is designed to gradually increase psychological pressure throughout an investigation.

Depending on the current situation, environmental sounds, object interactions, atmospheric changes and different paranormal events can become more frequent as paranormal activity increases.

Rather than relying on constant jump scares, this system focuses on gradually building tension as the investigation progresses.

Like many of our other systems, it is still evolving and will continue to expand throughout development.

😈 Possession Event System

Another subsystem currently in development is the Possession Event System.

Its purpose is to extend paranormal interactions beyond the environment and, under certain conditions, directly affect investigators themselves.

We are intentionally keeping many of the details private for now, but we can share the overall direction.

Depending on the situation, paranormal events may influence objects, alter the flow of an investigation or temporarily affect players in unexpected ways.

For example, during specific scenarios, an investigator may briefly lose control while teammates are forced to react to the situation.

Rather than being limited to a single mechanic, the Possession Event System is designed to support a growing variety of paranormal behaviors and encounters as development continues.

πŸŽ™οΈ Dynamic Voice Recognition

One of the core technologies behind Give Us A Sign is the Dynamic Voice Recognition System.

Voice plays an important role throughout investigations, and a variety of paranormal events can respond to player speech.

Development of this system is still ongoing.

For now, we prefer not to reveal additional details, as we believe players will have a much better experience discovering these interactions during gameplay.

🫳 Ghost Dragging System

One of the questions we receive most often after sharing recent gameplay footage is:

β€œWill ghosts actually be able to drag players?”

The short answer is yes.

The Ghost Dragging System is one of the paranormal interaction systems currently in development.

During certain paranormal events, investigators can be dragged away from their current position or pulled toward the center of supernatural activity.

This system is not limited to death sequences.

Players may also be dragged during paranormal events without being killed, allowing investigations to unfold in unexpected ways.

We are also intentionally limiting how often entities are shown directly.

In some situations, players may only notice an entity through a reflection, a brief silhouette or by witnessing the aftermath of an event experienced by another teammate.

Our goal is to preserve the mystery surrounding each entity and make paranormal encounters more memorable.

πŸ’€ Dynamic Death Animations

Death animations are another system we are actively developing.

Our goal is to make every death feel connected to both the environment and the paranormal event that caused it.

To achieve this, we are building two different types of death sequences.

The first consists of location based death sequences that occur where the player is standing.

The second focuses on environmental death sequences, where the surrounding environment becomes part of the event.

The layout of the room, nearby objects and the current paranormal situation can all influence how a death unfolds.

This approach allows investigations to produce a wider variety of outcomes instead of repeating the same animations throughout the game.

πŸ› οΈ Building for Long Term Development

While developing Give Us A Sign, we are not only focused on the features available today but also on the systems we plan to add in the future.

For that reason, many of the game’s core technologies are being built on a modular architecture.

New paranormal events, entities, mechanics and future content can all be added to the existing framework without requiring major structural changes.

We are also investing significant time in maintaining a well organized project structure, consistent naming conventions, clean code architecture and scalable development workflows.

Although players will never directly see these improvements, they play an important role in allowing us to deliver future updates more efficiently while keeping the project maintainable as it continues to grow.

This foundation also makes it easier for new developers joining the project to understand the codebase and contribute without unnecessary complexity.

Our goal is not simply to build a horror game.

Our goal is to build a solid technical foundation that will allow Give Us A Sign to continue growing throughout Early Access and beyond.

Every wishlist, share, and piece of feedback genuinely helps us continue development.

Thank you once again for helping us reach 100,000 wishlists.

This is only the beginning.

β€” Give Us A Sign

Source

Steam News / 30 July 2026

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