It Doesn't Sound Bad
A Psychological Horror / Mystery Game
You hear the dead. But you don't know who's listening.
I'm Toushif Reza, working with Ayzron Studio, and I'm currently looking for a few collaborators to build It Doesn't Sound Bad, a small first-person psychological horror / mystery game in Unity.
This isn't just an idea I'm looking for people to brainstorm around. I've already built the game's design direction and written a 20–30 minute demo GDD, with the core gameplay and story structure planned.
🎮 About the Game
It Doesn't Sound Bad follows a scientist who builds a machine capable of receiving strange frequencies.
At first, the machine seems to be picking up signals from people who are no longer alive.
Then something else answers.
The game isn't designed around constant jumpscares or combat.
It's about curiosity, communication, loneliness, and slowly realizing that something is wrong.
You listen.
You communicate.
You investigate.
You don't always understand what you're hearing.
The intended first experience is roughly 20–30 minutes.
Core Gameplay
Detect → Tune → Communicate → Record → Investigate → Return → Interpret
The player operates a strange communication machine, searches for frequencies, listens to signals, records observations, and investigates places such as a nearby graveyard.
The machine doesn't simply tell the player what to do.
The player has to interpret the evidence.
For example:
Frequency → Static → Voice → Conversation → Clue → Graveyard → Discovery
One of the central emotional moments involves a lonely child who simply wants someone to play football with him.
The horror comes gradually through sound, uncertainty, strange signals, and consequences, rather than constant darkness and jumpscares.
🛠️ Current Demo Scope
The first version is intentionally small:
One research room / laboratory
One compact graveyard
Communication machine
Frequency tuning system
Signal detection
Voice communication
Research notebook
Research messages
Graveyard investigation
Graveyard warden
Child soul
Unknown girl
Football interaction
Basic first-person movement
Basic save system
Audio and environmental atmosphere
Final mysterious signal / ending
The intended flow is:
Research Room → Machine → First Signal → Child → Graveyard → Football → Unknown Girl → Something Else Answers
The priority is:
Make the first conversation feel real before making the horror bigger.
The project is planned for PC/browser using Unity, with itch.io as the initial distribution platform.
👥 Looking For
I'm mainly interested in:
🎨 3D Environment / Prop Artist
👤 Character Artist / Animator
🎵 Sound Designer / Composer
💻 Unity Programmer
🖥️ UI / 2D Artist
✨ VFX Artist
✍️ Dialogue / Narrative Writer
🎮 Game Designer
🧪 QA / Playtester
The biggest needs are currently environment/prop art, character work, and audio.
You don't have to be highly experienced.
What matters more is reliability, communication, and actually finishing the work you agree to do.
🎨 What Kind of Art?
The game isn't aiming for hyper-realistic graphics.
The direction is closer to:
stylized + atmospheric + beautiful environments + disturbing circumstances.
The main 3D assets would include:
Research room / laboratory
Graveyard
Graveyard props
Machine body
Furniture
Football
Trees / flowers / environmental details
Warden
Child / soul
Player hands
The machine interface, notebook, documents, research messages and signal visualizations will be mostly 2D/UI work.
The project is intentionally designed around small environments and optimized assets, so contributors don't need to produce a massive open-world level.
🔊 Audio
Audio is especially important to this project.
The game needs things such as:
Electrical hum
Clock / room ambience
Wind
Machine static
Frequency sweeps
Electrical interference
Distorted signals
Silence
Character voices
Environmental sounds
Sparse music
The souls should not sound like stereotypical horror ghosts.
For example, the child should sound like an ordinary child.
That contrast is part of what makes the situation disturbing.
💰 Revenue Share
This is a revenue-share project.
There is currently no guaranteed upfront payment.
Contributors will receive an agreed percentage of the project's distributable revenue. The exact percentage will be discussed and agreed upon before serious production begins.
If the game makes ₹0, the revenue share is ₹0.
The agreement will cover things such as:
Revenue percentages
Credits
IP ownership
Contributor rights
Approved project expenses
Revenue calculations
What happens if someone leaves
Payouts
I want this to be a collaboration where everyone knows exactly what they're agreeing to.
🤝 Who I'm Looking For
I'm not trying to build a huge team.
I'd rather have 4–6 reliable people who actually finish something than 20 people who disappear after a week.
I'm especially interested in people who want to work on a small complete game/demo rather than joining another project that never gets finished.
If you're interested, please reply with:
Role:
Experience:
Portfolio / previous work:
Availability:
What interests you about It Doesn't Sound Bad:
If you're an artist, programmer, composer, designer, writer, or just someone who wants to help actually ship a small game, I'd love to hear from you.
Let's see what answers back. 📻
— Toushif Reza