English Fear as a System: How Games Sustain Horror Horror games have long relied on jump scares as the main way to scare players. While effective in the moment, these scripted shocks quickly fade. Once anticipated, they lose their impact, turning fear into routine rather than tension. Some games manage to remain unsettling long after the player understands their
Liminal Squad Designing a Co-op Horror Loop That Encourages Both Cooperation and Betrayal Case Study: Liminal Squad Cooperative horror games face a recurring design problem: fear does not scale well with numbers. As players gain allies, danger becomes manageable and tension often dissolves into coordination. What is terrifying alone quickly turns into a solvable puzzle when experienced as a group. Most co-op horror