Horror is often a "slow burn," where the anticipation of a threat is more frightening than the threat itself.
How would you make the perfect horror game? : r/HorrorGaming Horror Games
The environment should serve as a silent narrator, dropping "breadcrumbs of terror" that suggest a history of violence or unease. Horror is often a "slow burn," where the
: Sound design—such as distant screams, heavy breathing, or footsteps—is critical for suggesting a presence that the player cannot see. Horror is often a "slow burn
A common tenet of survival horror is ensuring the player never feels too powerful.