Station-X is a single-player horror narrative walking simulator where players play the role of Claire, an engineer aboard Station-X when it is attacked by aliens originating from a black hole.
This project was made for the university module "Interactive Storytelling" where I was tasked with creating a fully playable narrative experience where the story was told through explicit dialogue and - more importantly - narrative communicated through the environment.
I took on multiple roles for this project: Narrative writer, Level designer and Technical designer.
Role
Level Designer & Narrative Designer
Project Length
2 Months
Team Size
Solo
Engine
Unreal Engine 5.6
Level design was the primary focus of Station-X, with the goal of creating a level that communicates a story through believable environmental storytelling. Rather than guiding the player through explicit objectives or dialogue, I wanted the abandoned space station to tell the story itself, with the player figuring out its past and that time is moving differently. Every room was created with purpose, allowing players to gradually uncover its backstory through environmental details, abandoned workspaces, narrative events in the level and rooms changing while the player is not looking. To maintain player immersion, I chose to include no cutscenes throughout the story forcing the players to follow the protagonist's experience; instead I used Unreal Engine Sequencers and my Dialogue system that would react based on how the player would play the experience.
Planning the level through 2d blockouts were also extremely important so I could accurately plan the flow of gameplay, produce the level with a guide and plan narrative sequence moments to fit with the flow of the story. I created the overall 2d blockout, blockout for the valve puzzle room and blockout for the flooded lab section.
Station-X also includes a few puzzle rooms, most notably the station's steam pipe control room; players have to navigate the room enabling and disabling valves to toggle steam that blocks the player's path forward.
2D Blockout for Map
2D Blockout for Valve Puzzle Room
2D Blockout for Flooded Lab Room
After developing a section of Station-X, I would gather a small group of Playtesters to gather feedback of the experience thus far. This led to a few changes that improved the experience:
Longer middle hallway -- Once the player completed the valve puzzle room, they would walk down an extremely dark winding narrow hallway with random sounds of something walking in the vents above. Playtesters and lecturers loved this section so much that I expanded it to feature a doorway that players would need to walk down a long stairway to actative.
Smaller corridor -- Station-X's main feature is its long circular corridor in the middle of the map. Playtesters felt this was built too big and made the protagonist feel far too slow, slowing the experience down too much. This was changed to be smaller to prevent this.
Water section -- Floating platform placement went through a lot of iteration as some felt there was too many platforms or too little. Eventually after many testing sections, playtesters felt there was a good amount of platforms to make the section feel intense without feeling unfair.
Before planning & writing the game's Narrative, I spent time analysing other psychological horror and sci-fi games to understand what made their narratives memorable. I looked into how they introduced mystery, paced key story moments and encouraged players forward. Station-X was planned around discoveries and large events, split into "sections"; this allowed players to build their own understanding of events.
The story follows Claire, an engineer aboard Station-X when it is suddenly attacked from a group of aliens, pushing it into the drift of a black hole. Claire wakes up after the crash completely alone, finding the station completely wrecked and most of the crew disappeared.
One of the biggest challenges of writing and developing station-X, was the horror genre. Poorly made mechanics, visuals or poorly written story can really impact the player's immersion of the horror narrative and can be very easily broken. In horror media, I believe the most impactful experiences are those that allow the players imagination to be the source of fear, to play on their fear of the unknown. Rather than constantly revealing the antagonist or the creatures, I played with uncertainty by introducing stalker AI, sound effects that would play just out of sight or unexplained events. I reserached into conepts such as uncanny valley, epxloring how subtle distortions of familiar experiences or human characteristics can easily create discomfort or unease. Sound design became one of the most important tools in achieving the horro atmosphere. Throughout the game I utilised distant footsteps, the ship bending, machinery and environmental ambience.
Another personal goal for this project was writing a believable female protagonist. I wanted to create a character defined by personality, motivations and experiences rather than relying on common stereotypes often found within this genre or superficial traits. Writing from a perspective different from my own encouraged me to write more carefully about dialogue, emotional responses and character development. I wanted the players to be able to connect with a realistic character, that would also play into the game's horror narrative and atmosphere.
Whilst developing Station-X, I decided to collect first-hand research into horror walking simulators by playing the Frictional Games Amnesia Series. Being a huge horror fan, I loved every second of this series and took huge inspiration in many areas of Station-X. Most notably, the water section from Amnesia: The Dark Descent was one of the most tense moments for me. I recreated this section in one of the last parts of my narrative, which playtesters throughoughly enjoyed and some said was their favourite part.
Throughout my university experience, I had always wanted to create a narrative led game and a horror game, so the Interactive Storytelling module was perfect to produce Station-X. Although the submission did not ask for the following technical implementation, I was so passionate about the project that I decided to put all my effort into this game to produce something I was proud of.
Smart Enemy AI
Station-X features two enemy AI types to match the narrative sections.
The first type of enemy is a Stalker type where the AI will detect the player, look for objects behind where the player is looking / walking then slowly stalk the player before randomly deciding to attack them. Whilst in stalk mode if the player turns around it can either run towards the player or quickly hide behind said objects. It can also lose the player if they decide to crouch and hide out of sight.
The second type chases the player through water, quickly chasing to where the player last walked through water; this forced players to jump from floating object to floating object. Players could also drop objects in the water to distract the creature.
Dialogue System
Being a narrative led game, one of the first systems I created was the dialogue system that worked with any interactable object that allowed me to quickly type dialogue, the speaker/object, if it affected any UI, duration of dialogue and if it disables player input for said duration.
Voice acting was planned to be implemented in the game, but unfortunately were cut due to time restriction; the system was prepared to support this.
Player behaviour was also observed by this system, if the player dies or the player looks at certain objects or narowly escapes the creatures then the protagonist will react with dialogue, adding another layer of immersion.
Interaction & Inventory System
Implemented a simple interaction system utilising interfaces that also worked with the dialogue system, allowing the protagonist to actively react to player interaction / behaviour.
The player was also able to interact with objects with whatever was in their inventory slots. This had success and unsuccessful logic gates that the protagonist would react to. Objects would also react to whatever the player placed on them, with "fusion core" actors updating and affecting parts of the map.