Fugame
First-person horror escape room

You wake up in a maximum-security cell with no memory of your crime.
The prison is abandoned, but you're not alone. The prison seems to have a mind of its own, sealing every exit and plunging the facility into an ominous, crimson-lit lockdown.

To escape, you must outsmart the automated security system by restoring power, forcing open old vents, and scavenging tools from the crumbling environment. But every resource is precious—use a screwdriver to pry open a vent, and it shatters in your hand. Find a key to unlock a door, and it breaks in the lock.The clock is ticking.

Can you piece together the clues and engineer your freedom before the system permanently seals your fate?

Project Info



Programming


As a puzzle & gameplay programmer for this prison escape game, I designed and implemented core interactive systems:

Core Interaction System

  • Used modular InteractableObject system supporting multiple interaction types
  • Dual selection system (raycast + angular) for intuitive object interaction
  • Inventory integration for item-based puzzle solving

Puzzle Systems & Mechanics
  • Generator Puzzle: Multi-stage power restoration requiring specific items
  • Environmental Puzzles: Locked doors, vents, and drawers with tool requirements
  • Consumable Items: Tools that break after use, adding resource tension
  • Progression Logic: State-based puzzle completion with dependency checks

Design Focus

Our design philosophy centered on creating a logical, observation-based puzzle flow. We used atmospheric lighting and sound for feedback, all guided by an intuitive, contextual UI.