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Dev Log #3 - Our Inspirations

There are many people who love horror movies and games, so we thought we would tell you which inspired us. Of course, we've watched and played many more, but there are some that we remember better, and when creating the "Don't Be Afraid" series, we used them as sources of inspiration.

The Shining - Stanley Kubrick

This is a movie that we think almost everyone knows about. "The Shining" was for many of us our first horror movie, and thanks to its incredible atmosphere and acting, this title has stayed with us forever. When creating a game, we often talk about this movie, as well as the book, which are quite different from each other, but both of these works we consider outstanding.

Layers of Fear - Bloober Team SA

In creating the game, we naturally had to play many titles of this genre, and "Layers of Fear" turned out to be one of the best. The team behind this title did a fantastic job because they polished the game from every angle. It features an incredibly intriguing story that you want to follow, unveiling secrets at just the right moments, a wonderful atmosphere that accompanies players throughout the gameplay, and elements designed to scare the player tastefully rather than relying on jump scares. In our opinion, this is a must-play title for every horror fan.

Run - Aneesh Chaganty

Escape is something present in almost every horror movie, so the film "Run" was almost obligatory to check out. In recent years, when it comes to horror movies, we've been given horrors at various levels, but this one is really interesting and has some really intriguing ideas, which we discussed with the team creating "Don't Be Afraid II".

Amnesia: The Dark Descent - Frictional Games

"Amnesia" is an absolute classic, and every horror fan should play this game. It had a fairly innovative approach for its time, with an incredible atmosphere and a sense of "unspecified" evil lurking throughout. Despite being several years old and with technology having advanced, players still love "Amnesia" and gladly return to it.


Evil Dead - Sam Raimi

On such a list, there can't be a lack of at least one slasher, so we unanimously chose "Evil Dead". The movie is over forty years old, yet it still manages to scare and entertain simultaneously, which seems like a paradox but is entirely true. We watched this film earlier than we probably should have, which surely made us remember it vividly, and most importantly, each of us gladly returns to it because this film hasn't aged a bitːsteamhappyː

We can't list all the horrors we like, so we've provided a few examples from different types here. Movies and games of this genre have a rich history, and new ones keep appearing all the time. We hope that after the release of "Don't Be Afraid II", it will become one of your favorite horror games.

What are your favorites?






Dev Log #2 - Meet the Team

[h2]Hello everyone! [/h2]
[h3]In this post, we would like to give voice to several people from our team working on the production of Don't be Afraid 2.
What were the biggest challenges during the work? What brought the most satisfaction, and what was the most difficult? What goals has the team set for itself? Check it out:[/h3]


[h2]Paweł Wojciechowicz
Producer, co-owner of Cat-astrophe Games[/h2]
[hr][/hr]
[h3]Working on Don't Be Afraid 2 has been an amazing journey for us. As a team, we've previously worked on two horror-inspired productions - Theatre of Sorrow and Unholy Society - albeit ones that played more with the genre conventions.
However, this time around, we were able to delve into a more serious approach to the subject matter.
Certainly, it was both exciting and a genuine challenge to continue the story established by another team, especially considering how enjoyable the first installment was as a horror experience.
With the sequel, we aimed to create a compelling puzzle game that would entice players to engage with its mysteries until the very end.
We were also deeply committed to achieving the highest level of visual quality for the game, showcasing that with the Unity engine, one can produce a game that looks like a AAA title.
Naturally, we sincerely hope that David's adventures will resonate with players, and we look forward to the opportunity to further expand his story in the future!
[/h3]


[h2]Krzysztof Szymański
Story director[/h2]
[hr][/hr]
Working on Don't Be Afraid 2 was a truly exciting experience. With emotions almost as intense as those experienced throughout the game by David, the main character.
As a team, our goal was to satisfy the tastes of true horror enthusiasts.
We aimed to evoke fear through a dense ambience and a stifling atmosphere rather than relying on monsters jumping out from every corner.
Fans of psychological horror, where you have to delve deep to feel its true essence, will be delighted.
We placed a great emphasis on storytelling and its proper dosage. Our goal was for the player to piece together various elements of the story themselves if they want to uncover the answer to the question: "Why?".
During the development of DBA2, we discovered how malleable the world of this game is and how many elements contribute to its creation. This opens up possibilities for further exploration in the future - as long as players are also eager for more unsettling and eerie stories.
That's what we're all really hoping for!


[h2]Filip Schibowski
Game designer[/h2]
[hr][/hr]
[h3]Working on "Don't Be Afraid 2", I've collaborated closely with Joanna, our Lead Game Designer, and the rest of our team to deepen and extend the ideas introduced in the first game.
Our goal was to continue the original narrative while ensuring the sequel stands on its own for those new to the series.
We sought to integrate engaging, unique escape rooms into the storyline full of horror, with a focus on designing puzzles that are balanced and accessible, ensuring they are enjoyable even for those who might not typically engage with puzzle games.
The most rewarding aspect of working on 'Don't Be Afraid 2' has been the creative freedom it afforded us, enabling us to deliver a gameplay experience that's both unique and enriched with a compelling story for our players to discover.
[/h3]


[h2]Alya Vaneskehyan
3D modeling and level artist[/h2]
[hr][/hr]
[h3]In Don't Be Afraid 2, I handled the 3D modeling and level art – from lighting and baking to asset placement in the scenes. It was an exciting challenge, especially considering the varied atmospheres we needed to create for each location.
Working on the lighting was particularly interesting for me.
Each scene required a different approach to achieve the right mood, and it was rewarding to see them come together.
As a horror fan, it was exciting to craft scenes designed to give players a good scare.
Fingers crossed that our efforts pay off when players get their hands on the game!
[/h3]

Gameplay Trailer Reveal!

[h3]Today is the day when you can finally witness the thin line between a nightmare and reality![/h3]

We are proud to present the official spine-chilling gameplay trailer for our upcoming sequel to Don't Be Afraid.

Watch as nightmares come to life and secrets of the past unravel and don't forget to bring your flashlight with you 🔦

👁‍🗨See it for yourself here and let us know if you are prepared for the horror that is yet to come.👁‍🗨

[previewyoutube][/previewyoutube]

Dev Log #1 - Story is the Key


Horror returns! The psychedelic fear known from the first part of Don't be Afraid has been contained for too long; it's time to once again face the struggle for survival in this deadly game.

And it's the story that holds the key to delving into the horrifying events awaiting the player in Don't be Afraid 2. Importantly, knowledge of the first part is not necessary to enjoy the second game, as it provides a standalone experience.

The bridge connecting both parts of the game is the main character's persona. David Szipka - a young boy in DBA1, and an adult man in DBA2. In the first part, he was kidnapped and confined in a labyrinth of fear and horror, and in the second... kidnapped and confined in a labyrinth of fear and horror.

David, at a young age, fell victim to abduction. Almost literally torn from his mother's grasp, he became a pawn in the macabre game of the psychopathic Franklin and killer clown Theodore. With the player's help, the boy managed to escape, and Franklin lost his life - this is where the first part of Don't be Afraid ends, but not David's horror. The nightmarish events from the past left their mark on his psyche, causing deep traumas. David tried to cope with his issues, but they kept resurfacing - with even greater force. Hospitalization didn't help, group therapy sessions brought him further down, and medications provided only temporary relief.

David found some respite in private sessions with psychotherapist Laura Miller. An expert in trauma, she had been guiding her patient for years, but his condition remained poor. When she suggests he finally let go and take an extended break, David reluctantly agrees. However, upon arriving at his destination, it quickly becomes apparent that his childhood nightmare is returning.

But who is the tormentor this time, and why must David go through his hell for the second time?


Don't Be Afraid II

[h2]The Child Who Escaped[/h2]
[hr][/hr]
The session seemed to drag on mercilessly. The air in the room felt as if it had come to a complete standstill. A small group of people had gathered for the meeting, sitting in a circle. Laura, on the sidelines, listened to their stories. She started attending since she had plans to pursue a professorship. The meetings were led by her acquaintance, a deeply socially engaged altruist.

"Laura, dear, you're a well-known therapist; maybe you can help someone. Many people come to these meetings with a wide range of problems," encouraged her friend during one of their conversations long ago.

Laura herself wasn't particularly enthusiastic about the idea. She specialized in traumas, and her dissertation on "PTSD from the family home" was one of the most quoted works in the year of its publication. For her doctorate, she needed something strong – something that would not only give her another title but also bring the right kind of publicity. Meanwhile, her friend's group struck her as mundane.

"Do you feel like it's the end? Come and give yourself one last chance!" – read the flyers inviting participation. A noble initiative, but completely missing the point for Laura. Paradoxically, the heavier someone's burden, the harder it was for them to ask for help in lifting it. Despite this, the group grew, and now a dozen or so people regularly shared their problems.

A dozen uninteresting people, thought Laura as she listened to another story.

"I was 17 when it happened... I was coming back from a party; we had been drinking earlier. My friend was escorting me... He didn't understand that I was saying 'no'... His smell... It's still present today. I can't wash it away, and so many years have passed! This nightmare continues to this day. Friends said I provoked it myself. I had to move to another city... I lost my life."

Laura sometimes wondered what force determined who suffered in the world. She didn't believe in God. Destiny? Karma? Coincidence?

"I can't stand my husband. I mean, I love him, but since our son's accident... He blames himself for what happened. Our son is in a wheelchair, and my husband has completely devoted himself to taking care of him. But not just care. Overprotection! We stopped having our own lives; everything revolves around our son! I hate myself for what happened, that we allowed the accident... But I still want to live, and I feel like my life is dead!"

Laura knew plenty of such stories. Tragedy causes a crack in the pristine diamond of shared life. The diamond began to crumble; common paths diverged, and people struggled to piece together their own lives.

"My parents' pressure destroyed my life. I'm 42, and I still can't say 'no' to them. My father was always very strict, didn't shy away from alcohol. He sometimes beat both me and my mom. She, in turn, always took his side, completely submitting to him... and I was supposed to submit to both of them. To this day, I have no family, no home, they didn't even allow me to have a dog."

Laura realized that as a therapist, she couldn't empathize with her patients' pain, but increasingly she found their stories boring. Their lives, their problems, small grains of sand that happened to find themselves in the unrelenting gears of reality. Crushed, ground, forgotten. Now, they seek help... but can you help someone when you feel completely indifferent towards them?

Maybe I should take a break from my profession, Laura wondered, trying to hide a yawn. I seem to have distanced myself too far from people's problems to effectively help them solve them. These are their real dramas, vivid emotions, and I feel nothing at all. I guess I finally have to talk to my supervisor about it. Damn, I really want to smoke...

"I don't know if my case will fit here... I've been struggling with this for years. My demons are coming back, and I can't function normally... I didn't want to come here at all, but I don't know if there's anything left for me... Yes, as it was written on the flier, this is probably my last chance... When I was a child, I was kidnapped."

Now, this could be interesting.

"It wasn't an ordinary kidnapping... I mean... I was held captive, and... oh, no point in hiding it, you must have heard about it... damn, you surely heard about it. I'm David... 'The Child Who Escaped,' as the media named me. I'm the one who escaped from the labyrinth of traps..."

Laura straightened in her chair, not believing her luck. Fate had sent her the victim of the biggest criminal case in the last fifteen years. Abductions, gruesome games with kidnapped children, dozens of victims, and only one boy who survived - sitting right in front of her, seeking help!

"To this day, I wonder how I survived... I saw bodies... I don't know, it all blurs in my memory... Were they real human remains or cut-up mannequins...? Someone tried to help me, left me information on how to escape, but... he also probably died. I know... I know it will sound ridiculous, but it seems to me that some demons were chasing me... gruesome monsters that wanted to 'play.' I don't know... I don't know how to coherently describe it."

Sarah knew this was a topic for an excellent dissertation. No, not just a dissertation – a global bestseller! PTSD of the Child who Escaped, or Trauma from Hell: The Nightmare of Kidnapped David.

"And this Franklin... the kidnapper. He designed this game, a sick game in which children were dolls... his pawns. He watched us, made us do different things, escape from traps... He repeated 'Don't be afraid,' only to bring more fear upon us. I saw him die, although... I can't explain that either. He seemed to be torn apart by... by specters, or ghosts... My brain doesn't accept it, and that's another problem..."

Trauma, created memories, and paranoia. Sarah leaned in, unable to hide her excitement. My career is one thing, but this man needs help, and it seems it will be damn difficult... If he even wants to talk to me.

"Even after escaping... my world didn't return to normal... To this day, I have nightmares and panic attacks. Today... today is the first day I can remember when I left the house for a longer time. I often have hallucinations, mannequins following me, people in masks... There's no way I'll turn off the light at night. I managed to survive, but do I really live...?"

[hr][/hr]

"Welcome, David... I listened carefully to what you said."

"Oh, hey. Well... I don't know if it made any sense to show up here at all..."

"I assure you it did. My name is Laura Miller. I'm a psychotherapist. I specialize in traumas, and it seems fate has brought us together."

"I don't count on anything anymore... My world seems... seems like a dream, like a nightmare I can't wake up from."

"I understand. But I know you can be helped. I know I can help you. And don't think about the costs at all; you deserve to finally – as you might put it – wake up from this nightmare."

"Well... I..."

"Don't worry about anything. Here's my business card; call anytime. We can schedule the first session even tonight. David, trust me. It's time to start the second chapter of your story."


[h3]Wishlist the game and find out how his new chapter of life will end![/h3]

https://store.steampowered.com/app/2631880/Dont_Be_Afraid_2/

Don't Be Afraid 2 officially announced!

It's been a long time since we last played together...

I hope you haven't forgotten about me despite all those years. That's fine, let me refresh your memory...
[previewyoutube][/previewyoutube]

We would like to officially announce that the sequel to Don't be Afraid is currently in development and is planned to release this year!

It's been 15 years for David and 4 years for us to finally face the nightmares and overcome the trauma that we experienced in the first game.
[h3]Wishlist if you dare...[/h3]

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