Inspiration

The inspiration for this project came from the movie Roots and from the painful but important history of Ghanaian slavery. We wanted to create an experience that captures a small part of the fear, uncertainty, and desperation that enslaved people felt when they were taken from their homes. Instead of telling the story through words alone, we wanted players to feel it, by trying to escape captivity and find their way back to safety. This emotional and historical connection guided the atmosphere, mechanics, and environment of the game.

How we built it

To build the project, we started by creating a large terrain and populating it with trees, vegetation, and natural elements to form a dense forest environment. The goal was to make the surroundings feel overwhelming and disorienting, just like someone escaping under pressure would experience. After shaping the terrain, we added enemies to represent captors who patrol the area. Their purpose is to increase tension and make players cautious about every step they take.

Challenges we ran into

Lighting played a huge role in shaping the mood. We removed most of the natural ambient lighting and introduced thick fog to reduce visibility, making the forest feel claustrophobic and dangerous. Instead of giving the player a powerful light source, we added a handheld lantern that provides just enough light to guide the way, but not enough to eliminate fear. The limited visibility forces players to listen carefully, move slowly, and make decisions based on instinct, much like a real escape would require.

What we learned

Overall, the project is meant to be both an engaging game and a respectful representation of a difficult part of history, using atmosphere and gameplay to connect players to the emotional experience of escaping captivity.

What's next for Unchained

In the future, we plan to improve the project by adding a more detailed narrative that introduces the player’s background and emphasizes the cultural and emotional weight of the journey. Additional sound design—such as distant drums, whispers, footsteps, and environmental ambience—would make the world feel more alive and immersive. We also want to add villages, abandoned camps, clues, and hidden lore pieces that expand the story and give players optional paths to explore.

Built With

  • quest
  • quest2
  • quest3
  • quest3s
  • unity
  • vrif
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Updates

posted an update

IMPORTANT: Known Launch Issue & Workaround

To the Judges:

We are aware of a critical bug that currently causes the application to crash a few seconds after initial launch. We are actively investigating the root cause, but we have identified a reliable workaround that will allow you to review the game.

Bypass Instructions:

Launch the "Unchained" application.

Immediately upon launch (before the crash occurs), press the Meta system button on your right controller. This will minimize the app to the Universal Menu/Dashboard.

Select the app again from the dashboard to maximize it.

The game should now continue running normally without crashing.

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