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Xerophobia started with a simple question: what if you couldn't see the monster? In VR, where presence is everything, removing sight seemed terrifying. The challenge was making audio alone convey enough information to let players navigate, survive, and feel hunted.

The Core Concept

Xerophobia places you in darkness, pursued by a giant centipede. You hear its legs scraping stone, its body sliding through tunnels, its breathing as it gets close. Your only tool? Echolocation through sound and spatial audio cues.

The design pillars were:

Spatial Audio Implementation

Godot's audio system was key. The implementation uses Area3D nodes with custom audio zones that dynamically adjust based on player position. Each sound has distance attenuation, directional bias, and environment effects (reverb for caves, dampening for cloth).

The centipede's movement creates layered audio:

Echolocation Mechanic

Players can emit echolocation clicks. The game uses raycasts in all directions, and when they hit objects, it triggers audio cues with distance-based timing. Close objects return quickly, distant ones take longer. Different materials have different "reflections"—stone rings clear, wood sounds muffled.

This was the hardest part to balance. Too much information and it's not scary. Too little and players get frustrated. Playtesting showed most players adapt after 10-15 minutes.

VR-Specific Challenges

VR horror is different from flat-screen horror:

The game includes comfort options but was designed assuming smooth locomotion for maximum immersion.

The AI System

The centipede needed to feel intelligent but not omniscient. It uses a sound-based detection system:

This creates cat-and-mouse gameplay where standing still feels safe until the centipede's random patrol brings it near you anyway. Delicious tension.

Sound Design Process

The audio uses library assets and synthesized effects. The centipede's sound came from layering:

The result is alien and organic. Several playtesters said the sound alone was enough to make them uncomfortable even before seeing the creature.

Performance Optimization

VR demands consistent frame rates. On Quest 1 and 2, targeting 72fps minimum required several optimizations:

The environments are deliberately claustrophobic partly for design, partly because smaller spaces are easier to optimize.

Player Psychology

Horror in VR is intense. Too intense can cause players to quit. I learned:

The echolocation mechanic gives players just enough control to feel capable while maintaining vulnerability.

Testing and Iteration

Playtesting VR is harder than flat games:

I ran about 30 playtest sessions with friends and volunteers. Key insights:

Lessons Learned

Building a VR game taught me:

For aspiring VR devs: Start with something small. VR development has unique challenges that aren't obvious until you're in it. My advice: make a tiny VR experience first, learn the platform, then attempt your dream project.

The Future of VR Horror

We're still figuring out what works in VR horror. Traditional jump scares are too intense. Psychological horror works well but is hard to design. Audio-driven experiences like Xerophobia are underexplored.

I believe the future of VR horror is in immersive systems—making players feel hunted through emergent AI, environmental storytelling, and sensory manipulation. Not cutscenes or scripted events, but dynamic, reactive experiences.

Xerophobia was my experiment in this direction. It's not perfect, but it proved that audio-first design can create genuine fear in VR. And honestly? That's terrifying to know.

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