WorkGame · PC

SHŪDEN

The ticket window before the last train: a PS1-look narrative horror game where the living and the dead share one queue.

IN PLAIN WORDS1998, a small-town station, and you are the one at the window. Some in the queue are alive, some are dead. Look with the lamp, ask, stamp the right platform.

Year
2026
Role
Design + development (personal game)
Status
In development · aiming for Steam
Screenshot of the SHŪDEN site

01 — Problem

Build tension in a horror game played with paper, a lamp and questions through reading and decision pressure rather than jump scares, and produce a consistent world, set and lighting as one person.

02 — Approach

I write the game in Three.js and TypeScript, on Electron for desktop. The station's models and baked light are generated in Blender by about 5.8k lines of Python scripts (GLB output), not by hand. It has its own PS1 post-processing pass with 15-bit colour and Bayer dithering. The core: a 16-second lamp-gas budget, clues that become unreadable as the gas runs low, 帰 HOME / 往 BEYOND stamps; a Day 0 + 12-night structure. When the grey-box prototype didn't work, I pivoted from a station diorama to today's ticket-window game.

03 — Outcome

A playable vertical slice and the first nights are in place; development continues. In-game screens and concepts are on berkkaratas.dev/games.

Tools used

  • Three.js r186
  • TypeScript
  • Vite
  • Electron
  • Blender (Python ile)
  • Web Audio