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Full Silentia update
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Hey everyone, Welcome to the very first devlog for Silentia. I've been working on this game for a while now, and it feels right to finally start sharing the journey with you all. My name is Kerim, I'm the solo developer behind Silentia, with two close friends helping out on the art and marketing side. This is a passion project born from a simple question: What if a monster hunted you without ever seeing you?
What changed
- UI and audio
- Balance
- Maps
Silentia changes
So, What Is Silentia?
Silentia is a multiplayer asymmetric horror game . One player takes on the role of a creature called Krav — a being that evolved in absolute darkness. The rest play as Survivors trying to escape.
Here's the twist
Krav is blind. No light, no color, no textures — just faint outlines of shapes in the dark within a narrow range. Beyond that, nothing. Sound is what gives it everything else. When a noise is loud enough to cross Krav's detection threshold, an acoustic ripple appears on screen — a visual pulse marking where the sound came from. Not every sound triggers one though. Quiet movements on soft surfaces slip right under the radar. Only sounds that are loud enough break through and give Krav something to work with.
We call it
"You see what you hear."
Steam post image Acoustic ripples marking sound positions on Krav's screen.
Playing as Krav
Krav is blind — you can only make out faint outlines of shapes in the dark within a narrow range. No light, no color, no detail. You have to listen. When a Survivor makes enough noise — sprinting on gravel, shouting, knocking something over — an acoustic ripple appears on your screen, marking exactly where that sound came from. And that's all you need to start hunting. Krav hears the entire map. If a sound is loud enough, you'll see a ripple no matter how far away it is. But Rage? That only builds from sounds within a certain range. So a distant ripple tells you where to go, but you have to close the distance yourself to actually power up. As your Rage builds, your vision expands — you see further and clearer, rewarding you for closing the distance rather than just listening from afar. You also have abilities to help you hunt:
Echolocation — Send out a sonar pulse that reveals everything within a certain range for a few seconds. Powerful, but it has a long cooldown. Use it wisely.
Focus — Sharpen your senses. Your hearing threshold drops, catching sounds you'd normally miss. But you can't sprint while focusing — you trade mobility for perception.
Steam post image Krav's vision at zero Rage — barely anything visible.
Krav's vision at maximum Rage — expanded and clearer.
Echolocation — a sonar pulse revealing everything in range.
Playing as a Survivor
Survivors can see the world — but not much of it. The map is covered in thick, heavy fog that seriously limits your visibility. Volumetric fog and volumetric lighting create a dense, oppressive atmosphere where every shadow could be hiding something. You might catch a glimpse of Krav through the haze, but by the time you see it clearly, it's probably already too close.
Steam post image Steam post imageYour main tool is the Frequency Device — a battery-powered gadget that can stun Krav and free grabbed teammates. Batteries are scarce. Every decision matters. The key to survival? Surface awareness. Different ground materials produce different noise levels:
Moss and carpet? Nearly silent.
Gravel and water? Every step gives you away.
And here's the kicker — the game has proximity voice chat, and your voice counts as in-game noise. Warn your teammate too loudly, and you might just give both of you away. Learning the map's "ghost routes" — quiet paths through dangerous territory — is what separates survivors who escape from those who don't. We'll go deeper into the Survivor experience in a dedicated devlog — there's a lot more to cover on that side.
Where Are We Now?
Silentia is currently in Alpha. The core systems are in place and playable:
Monster sense system — Krav detects sounds based on distance and noise level
Acoustic Ripple visuals — on-screen pulses that show where sounds are coming from
Monster abilities — Echolocation, Focus, and more to come
Survivor mechanics — inventory, interaction, frequency device
Proximity voice chat — your voice is in-game noise, Krav can detect it just like any other sound
Multiplayer networking — full online multiplayer with dedicated roles
Surface-based noise system — every material has a different noise level
There's still a lot to do — more polish, more testing, more content — but the foundation is solid and the game feels right. That moment when you're playing as Krav and a ripple suddenly appears in the distance, and you just know someone is over there? That's the magic.
What's Next?
Over the coming weeks, I'll be sharing more about:
The Survivor experience — mechanics, tools, and what it feels like on the other side of the hunt
Map design — how sound shapes level layout
Krav's audio identity — making a monster that sounds as terrifying as it plays
Playtesting stories — the best kills, the clutch escapes
If you have any feedback, ideas, or just want to chat about the game — drop by our Steam Discussions or join our Discord. We genuinely read everything and your input shapes the direction of the game.
Stay Connected
If this sounds like something you'd enjoy, the best thing you can do right now is wishlist Silentia on Steam. It genuinely helps more than you'd think, and you'll be the first to know when we hit major milestones. Thanks for reading this first devlog. This is just the beginning. See you in the dark. — Kerim
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