Inspiration

Hide or Die was inspired by classic hide-and-seek games and the excitement of high-pressure survival modes. I wanted to create a fast, replayable dungeon experience where players constantly switch between fear, strategy, and adrenaline. The idea of giving players two different roles — a terrifying hunter and vulnerable survivors — made the game feel fresh and unpredictable every round.

What I Learned

Building this game taught me how to structure cleaner, more scalable systems using Horizon’s TypeScript 2.0 API. I learned better optimization techniques, how to balance visibility in dark environments, and how sound and lighting can control tension. It also helped me improve multiplayer syncing so that role assignments, timers, and events remain stable across all devices.

How I Built It

The game was created in Meta Horizon Worlds using custom scripts, pixel-style art, randomized killer logic, proximity detection, dynamic sound cues, and clean UI panels for instructions and announcements. The dungeon was designed to be dark but readable, with hiding spots, choke points, and clear navigation.

Challenges

The biggest challenges were role balancing, keeping gameplay fair, ui and game manager syncing

Future Improvements

Power-ups, cosmetics, and expanded game Mechanics, additional hunters, and more.

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