Unsigned is MCV/DEVELOP’s monthly initiative to bring the best emerging indie titles to the attention of the wider industry. We want to help them find the support and partners they need to reach the best and largest audience possible.
Hinge is a psychological horror VR adventure. You suddenly find yourself in an abandoned skyscraper, bereft of all your senses and memories. The laws of physics are broken and time collapses. The only way out is to step into the terrifying unknown and put all the pieces together.
Developer: Arcadia VR
Venue: Moscow, Russia / London, UK
Team size: 22
Progress: Released on Steam
Tell us about your game and why you decided to develop it?
Hinge is an experimental VR horror game inspired by Lovecraft. We discovered the possibilities of Unity’s HDRP and then realized that we need to use this technology in an atmospheric game. Then we combined it with the idea that atmosphere always matters in horror games.
Who do you think the audience is?
The audience consists of HP Lovecraft and horror fans. Also those who like puzzle games like The Room VR: a dark matter.
What experience does the team have?
Hinge is our first PC VR game, but as a game development studio we have been around for over three years. In the beginning we developed games for location-based VR. Arcadia has three LBE locations in Russia. Two locations in London and Paris were in the opening phase just before the COVID-19 pandemic. As you can see, COVID-19 has affected our plans regarding developing games for VR LBE. We had long planned to develop games for Steam VR, but the pandemic forced us to start developing VR games for Steam and Oculus platforms.
Why did you decide to use Unity to make this game, can you tell us a bit about using the engine in this project?
That’s an easy question. First of all, Unity has a user-friendly interface (especially for artists). Second, Unity has excellent documentation and great community support. There is also a great asset store that speeds up our work considerably. In addition, Unity has attractive licensing terms for indie developers.
How long has the title been in development, how long will it likely take to complete?
We started developing Hinge in the spring of 2020. We released it on Steam nine months ago and now we’re working on porting it to PlayStation VR. We estimate that the transfer process will take six to 10 months.
What kind of support are you looking for from a potential partner?
We are looking for marketing/PR support and development finance.