Game description:
Huntsman places the player inside a compact office facility with one primary objective: eliminate the spider that now dominates the space. The setting consists of tight corridors, dim rooms, and scattered items required for progression. There are no safe areas—each room feels equally exposed. The spider moves with unpredictable timing, forcing the player to remain aware of every shadow and corner.
Simple Tools, Real Consequences
There is no combat system in the traditional sense. Instead, the player must find specific components and apply them in a correct order to remove the threat. This turns exploration into a timed process. The flashlight is available early, but it only extends visibility slightly. Audio cues and lighting shifts offer clues, but the spider's behavior often overrides expectation. The experience focuses on repeated exposure to the same space under varying stress. Even after learning the layout, completing the task still demands precision. The spider does not give warnings. It moves, it appears, and it attacks.
Designed Around a Single Encounter
Built using Horror Engine, Huntsman is a standalone horror game designed for short play sessions. There is no controller support, and all elements—including the spider model and animation—are original. Multiple updates have improved enemy behavior, lighting, and player navigation without altering the game’s scale. It is meant to be completed quickly, but not easily. Players must act based on limited feedback, relying on pattern recognition rather than brute force. The spider cannot be ignored. It must be dealt with, and the game provides only one way to do it. Everything else is obstruction.
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