The Development Journey of TheLostApartment: Decisions, Process, and Learnings.


The Development Journey of TheLostApartment: Decisions, Process, and Learnings.

by SDevScares

Creating TheLostApartment was an exciting journey full of important choices, careful planning, and valuable lessons. I wanted to build a game that feels mysterious and spooky but in a smart way. Below, I share how decisions, the development process, and what I learned helped shape this unique experience.

Important Decisions in Designing TheLostApartment:

From the start, I decided that TheLostApartment wouldn’t rely on loud jump scares or usual horror tricks. Instead, the goal was to create a creepy atmosphere through story and setting. The apartment itself became a maze-like space filled with small clues and strange objects. This non-linear design lets players explore and discover the story bit by bit, which makes the experience feel more personal and mysterious.

Another key decision was to focus on psychological horror—making players feel curious and a bit uneasy, not startled. This influenced the art, sound, and storytelling styles throughout the game.

How the Development Process Worked:

The development began with many sketches and experiments. Getting the right lighting and sounds was very important. Dark hallways, flickering lights, and quiet, distant noises helped create tension and mood.

Lessons Learned from Making TheLostApartment:

One big lesson was that in horror, less is more. Because I avoided classic scares, every detail had to work harder to keep players on edge—like sounds, visuals, and pacing.

I also learned how important it is to let players make their own choices. This gave the story more meaning but balancing mystery with clarity was tricky. Too much mystery could confuse players, but too much explanation could spoil the mood.

Final Thoughts:

TheLostApartment is more than a game—it shows how environment, player choices, and storytelling can come together to create a deep, haunting experience. The process taught me that good design is about what you include and what you leave out.

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