Arte de Within His View$7.80 (−20%)100%5 user reviews

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Seven cameras. Eight rooms. You are sitting in the eighth.

Everything on those monitors is happening one wall away from your chair. And something in this cabin has learned that you never look behind you.

Within His View is a first-person Observation Horror built on one cruel idea: the screen that keeps you alive is the same screen that gets you killed.

THE SHIFT

Appalachian Mountains, 2005. A logging cabin at the end of an unmarked road. Sophie Pinewood's father, private detective James Pinewood, spent his last years here chasing something he could never name. Then he stopped answering. Now Sophie has his keys, his desk, his wall of analog monitors and one night to find out what he found.

The clock starts at 0:00. The shift ends at 7:00.

TWO PLACES AT ONCE

On the monitors: seven rooms on live analog CCTV feeds. Pan the cameras. Light the dark corners. Listen: audio only reaches you from the feed you have open, so whatever is dragging itself across the bedroom floor does not exist until you look at the bedroom.

In your chair: three directions of open darkness. Left, right, and the doorway behind you. Turning around tears you away from the monitors completely. While you check your back, the cabin changes without you.

Even the menu lives in the room.

You cannot do both at once. That is the entire game.

FIND IT. NAME IT. NO GUESSING.

The software marks which rooms changed and how many times. Never what. Every anomaly must be filed into one of six categories:

Object Move: it left point A and arrived at point B

Object Missing: something that belonged there is gone

Object Added: something is there that never was

Visual Entity: a whole figure standing in the room

Audio Anomaly: a sound with no source

Light Anomaly: the room is lit wrong

The rules are strict, and they stop being intuitive the moment you panic. A severed arm on the kitchen floor is not an entity. It is an object that was added. File it wrong and you lose three seconds and a piece of your mind. Blind guessing is punished.

800+ HAND-CRAFTED ANOMALIES

Zero procedural generation. Every anomaly was modelled, textured, animated and given its own sound by hand. And most of them are hiding something.

The furniture in this cabin is a lid. When the bed slides aside, you see what it was covering. When you file the report and reality settles, nothing gets cleaned up. The lid just goes back on.

THE ONE THAT MAKES NO SOUND

The Wendigo shows up on the cameras. But your room is where it hunts.

No footsteps. No breathing. No audio warning. It simply gets closer while your attention is elsewhere, one doorway at a time, until it is standing at your shoulder.

Turn and face it and your flashlight comes up. Meeting its eyes drives it back. Meeting its eyes also freezes you in place, hands off the mouse, for as long as it wants. Every second you survive is a second the monitors fill up without you.

NO HEALTH BAR. ONLY CRACKING GLASS.

Your screen is the only gauge: the glass cracks as your mind goes. The rest you learn from what has appeared in the room with you.

Sanity bleeds all night. Correct reports slow the bleeding. Nothing stops it.

FOUR DIFFICULTIES. ONE CATALOG.

Easy, Normal, Hard, Nightmare, unlocked in order. Each one sends far more anomalies per night, with tighter report windows, subtler changes and a faster Wendigo.

Every anomaly you identify goes straight into your catalog, and dying does not take it back. No gallery to browse, just a counter reading Found: 412 / 800.

BRING YOUR CHAT

You cannot watch seven cameras and your own back at the same time. Everyone watching you can. Built to be played with a second pair of eyes shouting directions at you. And to kill you anyway.

SOLO-DEVELOPED IN PRAGUE

Designed and built by a single 21-year-old developer under Darksteady. Studio. Unity HDRP and hand-made PBR assets: a warm, lamp-lit wooden cabin against cold, grainy CCTV.

The rooms are quiet. The cameras are honest. The problem is that you only have two eyes.

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