UE5 CORE
Nanite handles every polygon while Lumen traces every bounce of light. The whole thing runs at a stable sixty frames per second without breaking a sweat.
Unreal Engine 5 powers every frame. Psychological horror architecture meets cinematic systems engineering. One developer, one vision, no filler.
Psychological horror engineered by one architect. Sefar's ancient silence compressed into executable code. No team, no publisher, just raw Algerian signal.
Compact horror architecture engineered for precision rather than excess.
Nanite handles every polygon while Lumen traces every bounce of light. The whole thing runs at a stable sixty frames per second without breaking a sweat.
The AI stalks, remembers your patterns, and punishes loud decisions. Engineered dread replaces random jump scares with genuine psychological weight.
Algerian desert sound design processed through analog grain and cinematic negative space. Silence becomes the loudest instrument in the mix.
Core systems are live. Entity SHADOW behavior is functional. The Sefar blockout shapes the world.
CURRENTFull narrative pass begins. Audio integration deepens. Private testing opens to a small circle.
Q3 2026Polish and optimization across all systems. Closed access expands with performance targets locked.
Q1 2027Full launch across all platforms. Post release DLC planning begins immediately after.
TBAExpansion Plans: Post launch DLC will explore deeper regions of Sefar, introduce additional entity encounters, and expand the lore architecture that underpins the entire experience.
I BUILD WORLDS THAT HAUNT YOU.
One developer. Zero compromise and zero publishers diluting the vision. Every single line of code, every shadow placed in the world, every audio cue you hear comes from one mind broadcasting a single signal.
Horror is not a jumpscare. It is the weight of silence. The architecture of dread. The quiet knowing that something is watching you and remembering everything you do.
Made in Algeria. The Sahara does not simply stretch, it stares back at you. Sefar's ancient stones carry twelve thousand years of silence and that is the foundation everything is built upon.
I'm an independent developer building interactive experiences inside Unreal Engine 5. I focus on designing dark psychological worlds and cinematic experiences driven by atmosphere and detail rather than action. I work alone from concept to execution, striving to develop projects that carry a strong identity and a clear vision in game design.
Solo developer from Algeria. FORSAKEN stands as the proof that a single person can engineer fear that feels authored and intentional rather than manufactured and hollow.
Horror is the weight of silence. The knowing that something watches. And remembers every step you take through the dark.