all the way home

As you step out of your friend’s house, the night air chills you to the bone. Your heart races as you realize the street is empty and silent. The only light is the flickering of a nearby streetlamp. You have just watched a horror movie with a friend, and now you are on your own. Your goal is simple: find your way home. As you navigate through the gothic town, the darkness seems to swallow you whole. Let the light guide you to safety.

All the way home is a 3D horror survival game for PC, set in an autumn night in a town built up by cobblestone streets, gothic architecture, and a dark, foggy atmosphere. As the playable protagonist, you are a small child wandering through the night with the goal of coming home safely. The more the shadows hit you, the more surreal and hostile the world become. To survive, you must manage your resources carefully, including stamina, flashlight battery, and clarity. The town changes dynamically based on your clarity level, adding an extra layer of challenge to your journey.

All the way home was created by Tenebris using Unity 3D game engine, Blender for the graphics, Plastic SCM as our version control, Jira as our planning tool, and F-mod for sound and music. We modified free assets to create a unique soundscape that immerses you in the game’s terrifying world.

Will you make it All the way home?

Team:

  • Daria Shpak – UI & Character Artist
  • Eero Mutka – Technical Sound Designer
  • Henrik Strömberg – Programmer & Designer
  • Kit Shing Ieong – Programmer & Designer
  • Marcus Landley – Project Manager & Designer
  • Samuel Sandvik – Environment Artist
  • Sarah Petterson – Character Artist & Animator

Farming Survivor

The game is a roguelite farming survival game.

In the game world, a Cthulhu evil comes to the farmland and asks you(the player) to provide more and more food in each month, otherwise, you will be the food. You have to figure out a way to survive!

Players can build their abilities in multiple ways, to collect enough fruits of plants, to survive in a hard time.

The target platform is PC and the game is developed by Unity.

Team:

  • Tianyi Sun – Game Designer
  • Ruoyu Wen – Game Designer
  • Yuqing Su – UX/UI designer
  • Shurui Zhang – Programmer
  • Jing Zhan – Programmer
  • Yijun Huang – Artist
  • Qiaoting Wang – Artist & Project Management
  • Nathaniel Sherman – Quality Assurance

Descend into Madness

“Descend into Madness” is a rogue-like, dungeon delve-style game that offers a challenging experience where you fight different enemies with your skill, spells and choices that determine whether the adventurer emerges victorious or succumb to the madness…

Team:

  • Victor Brandeborg Norberg – Producer, Sound
  • Arushi David – Project Manager,Design
  • Yijun Huang- Artist
  • Cody Cernohous- Artist
  • Willy Pettersson- Programmer
  • Mattias Buhre- Programmer
  • William Karlsson- Programmer
  • Oskar Af Bjur – QA/testing, Design and sound

Lunch Break

Hop on an office chair and compete against your coworkers for the title of your office’s Lunch King! Crush your opponents in the 3D online multiplayer collection of mini-games Lunch Break. Choose and play any of the three mini-games with up to three other people.

Office Ball
Football with a little office spirit, team up with another player, kick the football into the “goalposts” and score points against the enemy team; straightforward and simple mini-game to ease the players into the Lunch Break world.

Last Chair Rolling
Everyone around you is your enemy, and what do you do with your enemies? You throw them out the window! Charge at your opponents and push them off the edge of the map, without falling off it yourself. May yours be the Last Chair Rolling!

Fries and Furious
We risked getting sued over the title of this game and ending up in a life-long debt, so please try out our racing mini-game and win the title of the fastest office worker (no, this job title does not come with a raise, it will look impressive on your LinkedIn profile though).

Lunch Break was made using Unity + IDE, Blender 3D, Clip Studio Paint, Plastic SCM, Audacity and Jira. For the SFX, ready assets were used and appropriate credits are given in the game file. Lunch Break is currently only available for PC, coming soon to Steam.

Team:

  • Mikkel Jonas Sørensen – Programming & Product Owner
  • Tarek Albitar – 3D Graphics
  • Emil Jansson – UI Graphics
  • Anna Maria Senderak – Project Management
  • Jonas Juhlert – 3D Graphics & VFX