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New 3D YAGTS Multiplayer
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New 3D YAGTS Spirit Run
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New 3D YAGTS Fishing
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Abandoned House for extra supply storage
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Hound Mound
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Murky Meadow with Fishing
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Graveyard
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Spider Den
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Stags Hollow Boss
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Chopping Trees for Logs/Bark
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Mining for Stone/Flint
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Old 2D Character Redesign 6/11/26 - Anna
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Old 2D New Intro Shot 6/11/26
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Old 2D New Tutorial Display 6/11/26
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Old 2D New Tutorial UI 6/11/26
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Old 2D New Tutorial UI Crafting Menu 1 6/11/26
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Old 2D New Tutorial UI Crafting Menu 2 6/11/26
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Old 2DNew Tutorial UI Crafting Menu 3 6/11/26
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Old 2D Cinematic Intro Tap to Start Screen
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Old 2D Crafting an Axe
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Old 2D Tool variants
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Old 2DUnique "thought" bubbles when performing harvesting
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Old 2D Armor variants
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Old 2DWeapon variants
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Old 2DHealing Potion to craft
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Old 2D Item Durability is shown with border indicators that dynamically update dependent on tool condition
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Old 2D Achievements
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Old 2D Build System Explanation
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Old 2D Build Ghost Previews before Placement
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Old 2D Build Ghost Previews before Placement
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Old 2D Build Ghost Previews before Placement
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Old 2D Build after hitting Save
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Old 2DBuild after hitting the Save button to confirm placement
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Old 2D Enemies attacking the walls we built
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Old 2D Death 2
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Old 2D Death 1
Inspiration
The inspiration actually came from one of the weekly projects that we were assigned during the Meta Horizon Studio beta.
Edit: 6/16/2026
I found even more inspiration and turned the world into an immersive 3D world using 2D elements, the video is a great depiction of some of the areas in You Are Going to Starve.
What it does
You Are Going to Starve is a Survival & Resource Management game where you're dropped into an endless wilderness with nothing but your hands and a clock that's always ticking. You gather resources, craft an ever-better kit of tools, weapons, and armor, and race to build a fire before nightfall, because when the dark comes, so do the spiders and hounds. Survive long enough and the Hollow Stag boss comes hunting. Everything is single-tap: tap a tree to chop, tap a wolf to swing. The tension is in the decisions, not the controls.
It comes with a full RTS style build system that has ghost previews and snap based tiling which opens up a ton of more "What If I did it this way?" scenarios that drive engagement.
How we built it
It was built mainly with the Horizon Studio, some of the sprite rendering was done using my own pipeline for consistency.
Challenges we ran into
Aligning everything correctly is a pain, even after building utility scripts to try and help I would never feel like things look quite right so would continue to reiterate.
Accomplishments that we're proud of
Building the driving Core Game Loop and seeing it in action working as it should always is a moment of proudness for me.
What we learned
That survival and resource management is really no easy task, it requires a tremendous amount of balance in order to keep the player on the edge of their seat while still making sure it's fun to keep playing.
What's next for You Are Going to Starve
Co-op multiplayer is the big one, Horizon is inherently social, and letting 2-4 survivors share a world would multiply the tension. Beyond that: more biomes to explore, additional bosses, a farming and food-spoilage layer for the long game, and a meta-progression system with persistent unlocks and a "days survived" leaderboard to keep players coming back.
I've made mutliplayer games and have proven systems that work well in Meta Horizon Studios, so it is definitely something in the realm of possibilities.
Edit: 6/16/2026
I added all of these things, couldn't wait.
Built With
- metahorizonstudio


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