What inspired it

We wanted to build a story-driven escape experience set in a Cthulhu-style temple—mystery, atmosphere, and ritual, not jump scares. We were inspired by physical escape rooms where solving something makes the whole room move. We wanted players to feel like they’re causing real reactions in the environment, and we brought that into Horizon with custom animated sequences.

What it does

Cthulhu Temple is a mobile-first escape adventure where players enter an ancient temple, break mystical seals, and unlock deeper chambers by completing interactive puzzles. When you interact with the world, the world reacts back. Cutting a rope makes a hanging bag drop and spill a clue. Solving a puzzle makes new items appear in the space. Platforms move. Objects rise, hover, and rotate. Rotating stone disks line up symbols to unlock a door. A bomb blows open a container and reveals the tool you need next. Walls can be broken. When you uncover a key clue, pillars, floors, and even the ceiling rumble like the temple is waking up. With a grand finale end.

Guidance without breaking immersion:

  • AI NPC (“the Archivist”) for help with onboarding.
  • Leaderboard wall to push replay and competition.
  • Quests Board for trackable objectives.

It’s built so that even on mobile, you get a cinematic cause-and-effect moment every couple of minutes, not just “press button / get key.”

Progression & Rewards: As players explore, they collect tokens. Hitting a milestone unlocks a claimable avatar outfit(shown on the Quests Board → Achievements panel). Claiming is diegetic: the outfit rises from a pedestal and adds to the player’s inventory.

Traversal Challenge: Cross a floor of wobbling wooden planks without falling. This challenge has its own leaderboard (best time / Clean Run).

How we built it

We built dynamic puzzles so runs feel fresh and intuitive. We built Leaderboards to drive replay and speed-running. We focused heavily on animation:

  • Objects don’t just appear—they hover, spin, burst, and sometimes float theatrically, as if the temple itself is presenting them.
  • Puzzles aren’t mere locks—they unfold in cinematic animations that are visually rich and genuinely captivating.
  • Even small actions—cracking walls, lighting torches, aligning symbols—are fully animated and audio-synced for punchy feedback.

We developed custom textures (runes, tentacle reliefs, temple stone, parchment lore art), then optimized them with trim sheets, shared materials, and LODs so the experience runs smoothly on mobile.

Challenges we ran into

Performance vs. animation: The amount of moving parts we wanted would normally be too heavy on mobile. We broke animations into reusable pieces, kept rigs lightweight, and synced effects to feel big without being expensive.

Clarity on small screens: When the room animates, players sometimes watch the spectacle and miss what unlocked. We paired big moments with a clear in-world line (e.g., “Seal I broken. Two remain.”).

Onboarding & retention: Early testers stalled at the start. Now the first minutes teach the verbs with animated feedback (grab → break → collect), and the NPC steps in if you hesitate

Accomplishments that we're proud of

Animated puzzles that feel alive. Our puzzles don’t just change a UI state—they trigger physical reactions in the temple:

  • Cut a rope → a bag falls and drops a clue.
  • Solve a puzzle → the reward animates up from the structure.
  • Objects hover and slowly rotate like they’re being summoned.
  • Rotating disks align symbols in view.
  • A bomb reveals a hidden tool.
  • Breakable walls.
  • Pillars/floor/ceiling shake on key discoveries.
  • Platforms move to open paths. This reactivity makes the temple feel alive compared to a static escape room.

Onboarding that feels like story, not a tutorial. You wake at the altar, learn the core verbs (grab → break → collect), watch a real object drop from a cut rope, and

A real reward loop. Tokens feed Achievements → Outfit unlocks, giving players a reason to keep solving beyond “escape” and surfacing clearly on the Quests Board.

A second leaderboard. Wood-Plank Crossing tracks short, skillful attempts (time + falls), creating a snackable challenge that boosts replay.

Visual identity and tone

An ancient Cthulhu temple that feels ritualistic and mysterious, not pure horror. Carved tentacles, rune bands, parchment lore, weathered stone, and worn gold inlay—optimized via trim sheets and shared materials for mobile.

Systems for retention

Quests Board with main and side objectives (break seals, find idols, ignite braziers, etc.). Leaderboard wall with daily best times and personal bests. These encourage players to return, improve, and compete.

What we learned

Mobile pacing differs from VR: players need clear goals quickly, and every interaction should feel satisfying within seconds. Environmental animation drives retention more than a quiet “puzzle complete.” Chaining animation + sound + particles + a short toast creates memorable moments without heavy assets. Tight performance discipline (materials, LODs, FX budgets) is essential on mobile.

What makes this project stand out

This isn’t a static escape room. Almost every interaction physically changes the world. The temple feels reactive and alive, built for mobile. “This isn’t just an escape room. We made the whole temple move when you touch it.”

What's next for Escape Cthulhu's Temple

Deeper Descent (New Chapters): More chambers and seals, each with a signature “wow” animation and fresh puzzle twists.

Seasonal Events & Cosmetics: Limited-time token milestones that unlock themed avatar outfits and temple variants.

Weekly Plank Layouts: Rotating wood-plank crossings with a weekly leaderboard and a “Clean Run” badge.

Hard Mode & Speedrun Rules: Stricter timings, tighter tolerances, no-hint categories, and verified runs.

Adaptive Help: Smarter Archivist hints that scale from gentle nudges to direct guidance if you stall.

Accessibility Pass: Larger UI text option, color-safe sigils, and reduced camera shake mode.

Localization: Short, punchy translations for UI, hints, and lore.

Community Challenges: Time-limited goals (e.g., “unlock four avatar items”) with shared rewards.

Built With

  • blender
  • camera-api
  • canva
  • focused-interaction
  • focused-interaction-api
  • github
  • horizon-desktop-editor
  • mobile-gestures
  • mobile-gestures-api
  • substance-painter
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