How a Horror Game Became My Therapy
Hello Community!
In this first post, I want to take you back to the game’s inception — why I decided to create a horror experience about doors, keys, and being trapped.
Anxiety and Depression
I’ve been working in the games industry for about 10 years and making games for even longer — it’s always been my passion.
But for the past 10 to 15 years, I’ve struggled with anxiety and depression. Therapy became a part of my life, but there were long stretches where I felt overwhelmed by everything — and sometimes, by nothing at all.
Two years ago, things took a difficult turn. I won’t share the details because they’re not what matters. What does matter is that I needed a way to get the weight of those thoughts out of my head and put them somewhere.
At the time, I didn’t feel like I had much to offer. This game was supposed to be just another one of those countless unfinished projects — the kind that’s fun at first but gets abandoned once progress slows, just a distraction from everything that was going on.
But this time was different. I needed validation for what I was feeling. I wanted to be heard. That need gave me enough determination to keep going — though it was far from smooth sailing (more on that in the next post).
Locks and Keys
There’s a specific kind of fear that comes when you hear a door lock turning, knowing someone is on the other side — someone you don’t want coming in. Unfortunately, I know that fear well, and I wanted to exorcise it.
That fear is the core inspiration for the game, and you’ll feel it throughout. Even in the trailer and promotional materials, doors and locks are front and center — intentionally so.
Another intense fear is the anxiety of being discovered when you’re doing something you shouldn’t — going against the wishes of someone you’re afraid of. That fear is also a driving force in the game.
These two anxieties blended into a game about finding a way out, staying hidden, and keeping everything under wraps. That’s why the game unfolds over multiple days — so you feel the mounting pressure of time and the looming threat of discovery not once, but every day.
Determined to Get Better
Once I found the game in those fears, it gave me a spark I hadn’t felt in a long time. I had something to focus on amidst the chaos. I was creating rather than being consumed by destructive thoughts.
This game became deeply personal to me. For most of my life, I created things for other people — chasing trends, trying to fit in, and hoping to feel valued. But I burned myself out making someone else’s games, running away from my own negative thoughts instead of facing them.
This time, I faced my fears head-on and overcame them. While I hope this game resonates with others, and I’d love for as many people as possible to play it, I made this game for myself.
Thank you for reading, and I’ll see you in the next post.
Maciej “ragir” Dyjas