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InVidious

Gameplay and networking programmer

InVidious is an asymmetric horror game set in an abandoned port. One side plays exorcists searching a dark map for the objects tied to a restless spirit; the other side plays the spirit, and is another player rather than an AI.

That asymmetry is the whole design. The exorcists have torches, an inventory, a spirit box, and an ouija board, and win by placing the right banishment items on the ritual plates. The ghost has movement the exorcists do not, a set of skills on cooldown, and the ability to disturb items and attack - drawn from Indonesian folklore rather than the usual western horror cast.

Technically the work is mostly networking: keeping two very different player experiences consistent across a session, with proximity voice chat so the exorcists can hear each other panic.

Built with

Engine

UnityC#

Networking

Netcode for GameObjectsVivox

Systems

NavMeshPost-processingEncrypted saves

What went into it

Asymmetric multiplayer
Exorcist and ghost run different controls, different cameras, and different win conditions inside one synchronised session.
Networked with Netcode for GameObjects
Room creation, public and private lobbies, host migration handling, and state replication for items, doors, and the ritual plates.
Voice chat via Vivox
Players hear each other in-session, which does more for a horror game's tension than any scripted jump scare.
Ghosts from Indonesian folklore
Kuntilanak, Tuyul, and Wewe Gombel each get their own movement and a signature skill rather than being reskins of one another.
Progression that persists
An experience and level system carried in an encrypted save file, so progress survives a session without being trivially editable.

Screens

Captured from the packaged Windows build, running windowed at 1600x900. The multiplayer lobby is not shown because it needs a second player to fill.

  • Title scene - red fog, a campfire, and three ghosts hidden in the scene.
  • Lobby - loadout, ghost choice, and the level and match statistics carried between runs.
  • Singleplayer - health, inventory, compass, and the in-game clock counting down the night.
  • The forgotten port, with the fort's lights in the distance.
  • Settings - every scene carries this menu, with values shown on each bar.