Inspiration

We are all horror fans and we are all fans of immersive experiences. We wanted to combine both while creating space for exciting social interactions and remarkable moments.

What it does?

It scares, it entertains and most importantly it transforms the ultimate familiar -the house - into a brand new, exciting but terrifying environment.

It creates a unique connection between two people through a shared experience that rewards communication and cooperative problem-solving.

It creates good memories, things to remember.

How we built it?

We built it using Unity engine with the help of following tools and Sdk's: Passthrough, Scene, Depth, Interaction Sdk, Movement SDK, Audio SDK, photon fusion 2,Plastic scm, Dotween, Odin inspector

Challenges we ran into?

  • VR to mobile coop multiplayer
  • Different view methods for each player
  • Maintaining an atmospheric visual style despite the lack of Post-Process applications on passthrough and mobile environment

Accomplishments that we're proud of

The team synergy and the perseverance to create a well-defined, memorable product until the last minute.

What we learned

We learned and practiced the largely untapped potential of extended and mixed reality.

What's next for There is Something in the House

Team Bit-Cult will be working on the following features and content in the upcoming months: -More puzzles, more challenges, more SCARES! -Unique Encounters and Challenges specific to the layout and furnishing of the spaces -A more advanced Procedural Generation system that keeps each haunting fresh and unique -A Haunted Hourglass system to keep track of the remaining time -A Spirit Surge system that requires physical time-based dodging maneuvers by the Haunted with the guidance of the Medium -Desktop and Meta Quest support for the Medium

Built With

  • audio-sdk
  • depth
  • dotween
  • interaction-sdk
  • movement-sdk
  • odin
  • passthrough
  • photon
  • photon-fusion-2
  • plastic-scm
  • scene
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