Game Dev Indonesia

Scary In: The Journey Brings Cooperative Horror From Indonesia Into a Post Apocalyptic Underground World

Aura Dyka’s

Des 15, 2025 · 5 min read
Scary in the journey thumbnail

Indonesia keeps pushing its indie game scene forward, and horror remains one of its most confident genres. Scary In-game from Indonesian studio Mifavanila enters that space with a cooperative horror experience built around survival, exploration, and environmental storytelling. Launched in Early Access on April 18, 2024, the game drops players into a vast underground station network shaped by a catastrophic radiation event known as Solar. Right from the opening moments, the experience centers on teamwork, sustained tension, and the constant challenge of staying alive in unforgiving environments.

Underground World

Underground World

Scary In-game takes place in a post-apocalyptic future where radiation has forced humanity underground. Players begin their journey inside interconnected stations that stretch across the world, forming a massive subterranean network. These environments act as both shelter and threat, since danger hides in every corridor, tunnel, and abandoned facility.

Visually, the game leans into dark first person horror aesthetics. Low lighting, industrial textures, and decaying infrastructure create a constant sense of unease. The underground setting supports the game genre well, since limited visibility and narrow spaces heighten tension and reinforce the survival horror tone without relying on excessive visual effects.

Radiation Setting

Radiation Setting

The Solar radiation event defines the narrative backbone of Scary In game. Although the radiation has weakened enough to allow limited surface exploration, its presence still shapes gameplay systems and world design. Players must manage radiation exposure while moving between stations and exploring new areas.

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This mechanic adds a strategic layer to survival. Pills, safe zones, and careful movement help players stay alive longer. Instead of acting as a simple timer, radiation becomes part of decision making, encouraging teams to plan routes, share resources, and choose when to push forward or retreat.

Co-op Focus

Co op Focus

Cooperative play stands at the core of Scary In game. Designed for online co-op, the experience emphasizes communication and shared responsibility. Players work together to explore stations, solve puzzles, and survive encounters with hostile entities.

This design supports a more social horror experience. Fear does not rely solely on isolation, but on coordination under pressure. Teams that communicate clearly and assign roles tend to progress more smoothly, while uncoordinated groups face higher risks during enemy encounters and puzzle sequences.

Survival Mechanics

The primary gameplay loop revolves around survival. Players must avoid enemies, hide when necessary, and escape dangerous situations using environmental awareness. Movement, sound, and positioning play important roles in staying alive.

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As players gain knowledge about each entity, combat becomes an option rather than a requirement. Weapons such as axes, shovels, guns, and traps provide flexibility. This system rewards learning enemy behavior instead of encouraging constant confrontation, which fits the horror survival genre well.

Enemy Design

Enemy Design

Solar entities serve as the main antagonists throughout the game. Each creature displays distinct behaviors, strengths, and weaknesses. Some aggressively track sound, while others respond to light or movement patterns.

The game pushes players to observe and experiment during encounters. Available tools let players stun, blind, or temporarily disable enemies, creating clear chances to escape or reposition. This design keeps tension high because combat never feels completely safe or dominant, even when players carry weapons.

Puzzle Structure

Puzzle solving plays a significant role in progression. Stations often lock progress behind keys, environmental challenges, or logic based obstacles. These puzzles require attention to surroundings rather than abstract mechanics.

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By integrating puzzles directly into the environment, Scary In game avoids disrupting pacing. Solving problems feels like part of survival rather than a separate activity. This design supports immersion and keeps players engaged during quieter moments between encounters.

Dynamic Maps

Dynamic Maps

Each level in Scary In game features a unique layout that shifts dynamically during exploration. While the core structure remains readable, subtle changes force players to adapt constantly. Familiar paths may change, shortcuts may close, and new dangers can emerge unexpectedly.

This system increases replay value and prevents memorization from reducing tension. Even experienced players must stay alert, which aligns well with the horror genre. The unpredictable nature of the maps keeps sessions fresh, especially during repeated co op runs.

Lore Integration

Narrative elements unfold gradually as players explore. Lore appears through environmental details and discoveries tied to each entity. Players learn how the Solar radiation created these beings and how survivors responded to the disaster.

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This approach favors discovery over exposition. The story supports gameplay rather than interrupting it, allowing players to engage with lore at their own pace. It also adds emotional weight to encounters, since enemies feel connected to the world rather than random threats.

Go Get Spooked!

Scary In game is available on Steam in Early Access. Players interested in cooperative horror, underground exploration, and survival driven gameplay can download it now and experience how this Indonesian indie title builds tension through teamwork and environmental design.

Reference:
Mifavanila – Game Developer
Scary In: The Journey Steampage
Scary In: The Journey Trailer

#atmospheric horror #co-op horror #Early Access #First Person Games #indie games #Indonesian Games #Online Multiplayer #survival horror

Aura Dyka’s

Contributing Writer

Work in progress, but enjoying the process.

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