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Make a horror game that gets you

An AI horror game maker builds scary games from a description: the place, the light, the thing hunting you and the moments that make you jump. On Modder the builder sets up darkness, fog, a flashlight and sound, then plays the game itself to check you can still find your way in the dark.

Updated Tested by the Modder team

On this page
  1. Building a horror game
  2. What makes a small horror game work
  3. Good at, and limits
  4. Questions

By the numbers

A new game on Quick build
~7 min
A new game on Long build
~25 min
Games it builds, played in the browser
2D and 3D
Where the games play, no download
Phone and desktop
Players in one online room, bots in empty seats
Up to 10
Per game, up to 2 MB each
2,000 files

Build times are the builder's own estimates for a new game; the rest is from Modder's limits on .

Building a horror game

  1. Set the place and the threat

    Horror is about one place and one threat. Name both: an empty school and a janitor, a forest and something in the trees, a ship and a sound in the vents. Then say what the player is doing there, like finding keys, fixing a generator or just surviving until dawn.

  2. It builds the dark

    The builder lays out the rooms, turns the lights down, adds fog and a flashlight, and gives the threat a simple brain: patrol, hear you, chase, lose you. It adds footsteps, creaks and stingers. Then it plays the game to check that the keys can be found and the threat can be escaped, because a horror game you can't finish is just a dark room.

  3. Tune the fear

    Play with the lights off and say what you felt. Too dark to see anything? Not scary enough? Ask for a longer quiet stretch before the first scare, a sound that warns you, fewer batteries. Each change is a version you can go back to.

What makes a small horror game work

The best short horror games are mostly waiting. Long quiet stretches, a limited light, a sound you can't place, and one threat that follows simple rules you start to learn. That's good news for an AI-made game, because it doesn't need a story or a cast; it needs atmosphere and a fair chase. Keep the map small, so every room gets attention, and give the player one thing to do.

Jump scares work best when they're earned. Ask for a warning sign first (a light that flickers, footsteps getting louder) so the scare lands instead of feeling random.

What it does well, and what it doesn't

Good at

  • Dark first-person spaces with fog, flickering lights and a flashlight.
  • A threat with simple rules: patrol, hear, chase, search, give up.
  • Sound: footsteps, ambience and stingers, generated or picked from free libraries.

Current limits

  • No voice acting or spoken lines; text and sound carry the story.
  • Creature animation is basic; a shape in the dark is scarier than a close-up anyway.
  • Long stories with many locations come out thin. One place, one night works best.
  • No gore or content involving real people.

Questions

Can I make a first-person horror game?

Yes. First person with mouse look is built into the engine, along with darkness, fog and a flashlight.

Can the monster chase me?

Yes. The builder gives it simple rules (patrol, hear you, chase, search, give up), and you can tune how fast, how smart and how often it shows up.

Can I add jump scares?

Yes, with sound stingers and sudden appearances. They work best with a warning first, so ask for one.

Can I play horror games on Modder now?

Not many yet. The horror shelf is waiting for its first games, so if you make one, it'll be near the top once it's live.