here’s some #devstaticdrive for ya: making a horror-inspired game that isn’t actually a horror game means getting intimately acquainted with the *chasms* between and the nuances of the:
- weird
- eerie
- uncanny
- marvelous
- fantastic
- grotesque
- egress
mark fisher’s book “the weird and the eerie” has been exceptional help doing this work. by distilling these distinctions way down i can make sure we’re hitting the beats we want to hit in certain scenes, and that there’s enough variation to not feel flat.
i’ve learned the weird and the eerie are two (very distinct) modes of the strange. the strange isn’t the horrific, the allure isn’t in enjoying what scares us (we’re not making P.T. or a jump scare simulator) but in a fascination. experiencing apprehension, dread, even morbid attraction.

