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DEAD OF NIGHT

ROLE

Game design, music, programming

GAME OVERVIEW

Dead of Night is a 2D pixel-art horror game where you play as a gravedigger trapped in an endless loop of burying bodies by day and facing their monstrous forms by night. Each corpse hides a different backstory, returning as a unique enemy depending on how they died. The game blends management, procedural storytelling, and light survival mechanics, all wrapped in a moody, handcrafted pixel-art world.

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YEAR

Development started in 2024 — currently paused

GENRE

Pixel-art, horror, simulator

STATUS

Development of the project is temporarily paused.

My Contributions

 As the game designer and project lead, I developed and refined the core gameplay loop where players manage the daily routine of a gravedigger.

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 During the day, players interact with a variety of randomized clients who bring unique requests and pay differing amounts for burial services, creating a dynamic economy system. Each client has distinct dialogue lines and personalities, adding depth to the worldbuilding and player immersion.

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 At night, the buried corpses transform into monsters based on their cause of death, forcing the player to defend the graveyard using light survival mechanics. These creatures vary in behavior and difficulty, providing escalating challenges as the nights progress. Adding to the atmosphere and complexity, a mysterious entity known as the “creature in the wall” appears periodically, offering rare items and upgrades, encouraging strategic resource management. I was responsible for designing these intertwined systems, ensuring smooth day-to-night transitions within a single scene, and synchronizing procedural elements like client randomization and monster spawning.

 My work also included implementing a sanity mechanic that influences gameplay and visual effects, heightening the horror experience. Beyond design, I composed the game’s soundtrack to reflect its eerie and somber mood, crafted key animations to bring characters and monsters to life, and programmed some gameplay scripts in Unity. I coordinated playtesting sessions to balance difficulty, pacing, and player feedback, helping to polish the overall experience.

This multi-role involvement allowed me to merge creative vision with technical execution, shaping Dead of Night into a unique blend of horror, simulation, and storytelling.

The gravedigger digs a hole.

The gravedigger takes orders.

Dialogue Writing (Clients & Trader)

 A set of concise in-game dialogues. The client interactions present short backstories behind each corpse—ranging from drownings to fires, strangulations, beheadings, and occult rituals—providing narrative context for enemy generation

 The sample also includes the initial dialogue with the trader Liberoth.

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The gravedigger battles the monster.

Bestiary Overview

 This document presents a concise bestiary for Dead of Night, outlining the supernatural creatures that emerge from different types of deaths. Each entry includes a short description of the monster, its origin (linked to the manner of the corpse’s demise), and a method of exorcism or defeat.

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MUSIC

The main theme of the game, playing in the menu.

Dead of NightDmytro Kabakchei
00:00 / 00:48

Nighttime soundtrack

Night ShiftDmytro Kabakchei
00:00 / 01:12

Daytime soundtrack

New BurialDmytro Kabakchei
00:00 / 00:32
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