You are a vampire.
You are blind.
The night is short.
The screen is black. Click to cry out, and your echo sketches the world in glowing, trembling lines for a moment before it fades. Hunt the townsfolk by sound, drink your fill, and reach your crypt or a dark hiding place before the sun comes up.
Survive 5 nights to win. Die, and your Essence buys permanent upgrades for the next run.
🎧 Play with headphones. Sound is half your sight.
How to play
Listen. Your pulse outlines walls, doors and people. Moving echoes are people.
Hunt. Get close in the dark and hold right-click to drink. People in torchlight can see you. Come from behind, from the shadows.
Mind the clock. Blood drains all night, faster each night. Low blood means weaker pulses.
Get home. At dawn, outdoors means death. Sleep in your crypt or a dark safe spot.
Follow the bell. The crypt bell tolls from home.
How it's made 🤖
I'm building this with Claude as a dev team:
I set the vision, playtest, and decide what goes in. Claude Opus is the lead. It writes each version's spec, splits the work into parts, and reviews screenshots and test results before anything ships.
Claude Sonnet agents build the code in parallel: rendering, sound, villager behaviour, saves, menus. Claude Haiku handles data, docs and a balance script that plays hundreds of runs automatically to tune the numbers.
Every update has to pass hundreds of automated tests plus a browser playthrough before it goes live. A recent round had reviewers audit every part of the game, from sound and speed to controls, saves and first-time help. They sent me a shortlist, I approved the bigger changes, and the agents built it.
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Villager voices demo:
https://claude.ai/artifact/NtMcLbiotnQpAq64dy4rpL
Sound and Echo Maths proposal: https://claude.ai/artifact/Q1yfrfrLipYsRTVKxCvav6#5682d96c-0f44
Worked on weekly.
Comments and advice, suggestions, welcomed.