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I think the game would benefit from set of extremely rare micro events that would break players sense of safety and existential stability. Extreme rarity +grounded in reality is the main point. Think sudden knock on doors in middle of the night, think items being slightly moved when you are away, think armor stand moving hand, think peculiar sound of bushes bushes-might be animal, might be something worse, you cannot tell. I think you get my idea. I love this aspect in games. Especially when its sandboxy/life sim way. It always gets me when i am doing my thing peacefully and something strange happens two times per year. I got the idea from voices of the void mainly. I know its different genre,but the game mechanic of breaking players sense of safety from time to time adds golden quality to games. Its that tiny secret ingredient which would make Vintage story even more special. What do you  think?

Posted (edited)

Vintage Story is not a horror game though. It doesn't need horror elements, especially not ones that exist solely for the spook. For example, why would armor stands move or items move? If you'd have something like that, you'd need something in the game that actually has the capabilities. In which case it'd be a whole new discussion (as just recently briefly touched in another thread about pests) of why we'd need some creature in the game that can break into your house and moves stuff around for fun.

As for the other sub-suggestions; these showcase even clearer the point I am trying to make. Vintage Story is not a horror game. But things can be spooky nonetheless. Knocking on the door in the middle of the night? You only need to give drifters the ability to rarely make knocking sounds. Cause there are monsters, real ones, deadly ones, all over the place, all the time. You sit safely inside, they roam outside and camp at your door. How spooky the knocking actually would be, however, is to be debated cause we all know there are monsters out there. Rustling bush? Would be really nice if that was a feature. Not as "a sound" but because there is, in fact, something in the bush. Is it a deer? A rabbit? A bear 2 seconds away from obliterating you? Do you want to find out? The spook writes itself if you just give the tools to existing mechanics and entities. No need for "Let there be horror cause it would be cool."

And adding stuff just to "remove the player's sense of safety" - there is a thing in the game that does this. It's temporal storms, where someone forgot to add code to restrict spawns and a Tier 4 drifter can spawn on the same block as you, inside you fully locked, fully lit home. And people despise this mechanic and want it gone.

Edited by Rainbow Fresh
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Posted
31 minutes ago, WilliamClyde said:

Think sudden knock on doors in middle of the night, think items being slightly moved when you are away, think armor stand moving hand, think peculiar sound of bushes bushes-might be animal, might be something worse, you cannot tell.

Eh...it really depends on the individual's personality. It's also difficult for a sound effect or motion to actually be creepy when there's clearly nothing actually causing said sound or motion. That is, a random knock on the door might be creepy the first couple times a player hears it...until they figure out it's just a random sound and there's no actual creature producing it. Same goes for random animations on armor stands or other objects--if there's not a clear cause to the effect, it just becomes a part of the background that's easily ignored.

@Rainbow Fresh also makes a good point--Vintage Story does have certain horror elements in its design, but it's not a horror game. Horror games also tend to appeal to a specific demographic rather than a more general audience, so applying horror elements too liberally can end up driving away many players that were part of the original target audience.

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Posted

I agree with LadyWYT, a random knock without any creature making it or no actual danger present would only be creepy the first few times. But maybe it would be a good idea for drifters to occasionally knock on closed doors instead of constantly trying to walk through them at night. 

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Posted (edited)

To me the few horror elements of this game should remain in the form of the horror of society decaying and the sense helplessness that you get reading old notes about the Rot and what its victims went through. I've always prefer the horror that comes more from ideas than something like a jump scare or a sudden monster appearing but if I was going to add horror elements to this game outside of journal entries I guess it would be best implemented in later chapters of the game's story.

Tobias did mention the Rot will return so we may see more things from that, I remember the lore entries of a people describing what the world was like in places overrun with the Rot and I remember getting a bit of dread running through me when I tried imaging myself in their place just imagine what a world corruption mechanic would look like for a player forced to see firsthand something they read about.

Imagine after a few more years of developing this game they fill the game world with so much more life with birds flying about and other things that making the typical sounds of nature symbolizing all the life of the world only for at some point in the later story chapters the Rot returns and you witness it turn parts of your world into silent land of death, a land with no more sounds of life nor the typical greenery of nature just the endless silence of cold lifeless land...

There is also the other interesting aspect of Vintage Story's lore leaning into Lovecraftian cosmic horror storytelling with the idea of man discovering otherworldly forces from beyond our plane of existence  then foolishly thinking they could master and benefit from such things only to have their hubris punished in the worst way. The theory that Jonas may had cause the Rot with his meddling with such forces then faces his own personal hell of his own creation as he witnesses everything falling apart around him to me is a horror inducing thing to think about.

So yeah I personally think the few horror elements in the base game is already pretty good its just hidden in lore books mostly and maybe some more can be done with that already establish content instead of shoehorning in other generic horror elements.

of course some people wouldn't be for that spreading Rot world corruption idea but I would counter with first make it something you can config in settings on world creation and the idea of the story being you the player looking for a more permanent end to the Rot and maybe also a solution to the Devastation as well considering we still don't know the full long term threat that may have for the world, for now I'm just going to assume it will stay limited into around the tower but if it ever spreads like the Rot did then things can get bad.

Edited by Cedric the Silent
spelling mistake
Posted

Just thought about it, the Seraphs(Player Characters) are also the thing of nightmares when you put more thought into it. An immortal former human that just keeps endlessly coming back after you kill them is scary from the perspective of their enemies but its also has horrible implications for the Seraphs because its debatable that the human mind could handle something like being immortal, imagine if we get NPC Seraphs with a advance A.I. thrown in to the world and we had to face such a tireless undying foe that is intelligent enough to plan against the player.

Of course their would need to be lore reasons for why such a Seraph would be out against the players wanting their destruction or obstruction of them completing the main story of the game. Said A.I Seraph would also need their own iconic look to leave a big impact ideally something that would on sight sends the player panicking at a returning threat and be treated as a random raid boss that actively hunts the player before disappearing after succeeding in either slaying the player or they are killed by said player.

Posted
On 7/17/2026 at 4:18 PM, WilliamClyde said:

I think the game would benefit from set of extremely rare micro events that would break players sense of safety and existential stability. Extreme rarity +grounded in reality is the main point. Think sudden knock on doors in middle of the night, think items being slightly moved when you are away, think armor stand moving hand, think peculiar sound of bushes bushes-might be animal, might be something worse, you cannot tell. I think you get my idea. I love this aspect in games. Especially when its sandboxy/life sim way. It always gets me when i am doing my thing peacefully and something strange happens two times per year. I got the idea from voices of the void mainly. I know its different genre,but the game mechanic of breaking players sense of safety from time to time adds golden quality to games. Its that tiny secret ingredient which would make Vintage story even more special. What do you  think?

Interesting but I'm not sure if it makes the most sense with the sort of tension Vintage Story pushes (in my mind, that is struggling to survive till you eventually get set up and stable). That said, I'd think temporal storms could include more ambient horror elements since currently it includes: increased rust monster spawns, more drain on the temporal stability meter, and visual and sound changes. That could be expanded for other effects like doors knocking, more creepy ambient sounds, etc... But admittedly, I've never been a huge fan of temporal storms since they feel a bit disjointed from everything else in the game

Posted
8 hours ago, Cedric the Silent said:

of course some people wouldn't be for that spreading Rot world corruption idea but I would counter with first make it something you can config in settings on world creation and the idea of the story being you the player looking for a more permanent end to the Rot and maybe also a solution to the Devastation as well considering we still don't know the full long term threat that may have for the world, for now I'm just going to assume it will stay limited into around the tower but if it ever spreads like the Rot did then things can get bad.

A spreading devastation mechanic ala Terraria hardmode could be very interesting - but also very, very hard to get right. A config option to turn it on or off or configure it's spread speed or something is certainly a must but even then such a thing faces one big problem; Having lasting world corruption as a sort of horrifying in-game in-lore timer to pressure the player is nice, until it actively ruins the player's hard work. In Terraria, all spreading Crimson/Corruption does is change the biome of the world. Changing the background, music and type of wood you get from trees aswell as monster spawns. It is also easily reversible. In Vintage Story, if the rot comes back and I assume the Devastation being the closest representation of how the world will look after; I don't think we will have an option to just snap our fingers and undo it. Meaning everything this spread touches is permanent, or atleast takes actual in-game years to grow back. This is nice and dandy and would really, really fit the bill of reasonable, logical horror. But if a player's base of 200 hours gets devastated... I think so will their motivation to keep playing. Which gives alot of contradicting considerations.

If such a thing exists, I'd expect it to only start once reaching later parts of the story. Let's just spitball it starts when finishing chapter 5 and can be stopped at the end of chapter 8. Assuming chapters are as big if not bigger than chapter 2 later down the line and more challenging inbetween, this gives a real timer challenge to the player to do everything in their power to rush further through the story. But even then, as mentioned, if this permanent world destruction were to interfer with the player's everything - that would not be nice. Considering story locations go further and further out from the previous, chapter 5+ would be like atleast 50000 blocks away. Which could give ample time to deal with this before it reaches the player. But then again that assumes the player lives close to 0|0. One could add, much like the Rift Ward, Jonas tech that protects an area from spreading devastation. But then again, as this corruption is permanent or very long-lasting at the very least having a small protected dome of green, fertile land in an area of nothingness (should it still spread far enough) is also not the nicest thing - while just going "You beat chapter 8, you stopped the rot, everything is back to normal now" would really undercut the value of the story.

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Posted

Being a fellow horror fan, I do see the appeal of this, but it's a better mod idea than base game addition. People are right in that it doesn't really fit the current intention of the game but that's why modding is so heavily encouraged by the devs.
I hope anyone with a similar idea sees this post and puts their project out there though, I'd play the hell out of it.

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