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Step in the Darkness
Genre: Action, Puzzle, Horror
Platforms: PC, Mac, Linux
Languages: English, Japanese
Players: Single-player
Apr 27, 2016 @ 1:43am
Mar 30, 2017 @ 11:44am

View Step in the Darkness in the store

Store page
Recent Announcements View All (3)
New trailer and screenshots
  • Adjust levels
  • Play as a test
  • Implement 'Achievements'
  • Make menu (selecting levels)
  • Make documents of level data format
  • Make tutorial documents for making levels

Graphics quality is improving day by day.
Animation of ASCII art
And, you can see background ASCII characters are moving in a new movie on the top page, or this page.

Two improvements.
  1. Layered ASCII characters. (Characters have height)
  2. Animation (Moving and Rotating characters.)

Especially, first point helps a player to distinguish wall and floor easily!

Of course, I will implement it into enemies and the player too.
ASCII art style will be more beautiful and interesting!

Release date: Q1 2017
About this game

"Step in the Darkness" is a horror action game.
Your escape from an island in Japan.
You explore a ruined port town, school, country inn, ...
Weapon is a electoric torch that stops enemy's movement.


  • The rule is just like "Red light, green light", but you can move around.
  • The fun of thinking how to defence against enemies' attack.
  • A lot of strategies. You can use the environment to defence. For example, move an object and prevent enemys' view, hold a door to prevent enemies' invasion.
  • User's original level.
  • MOD: Users can modify characters (Background, enemies, player).

  • You explore an island in the dark with an electoric torch.
  • You can't kill enemies, however the light of the torch stop enemies. The torch is charging type. You can't charge it while moving. So, you should move to safe area and charge the torch before running out of power.
  • You can identify direction and strength of enemies' sounds (footsteps, opening door, ...). Listen the sounds carefully and grasp the situation before taking action.

AI of enemy
In most horror games, enemies suddenly teleport over to back of the player. On the other hand, in this game, enemies try to make inroads into player through a passable route. So, you have to think how to defence against an attack from enemies. Thinking these strategies is one of the pleasures of this game.

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questro  [author] Jan 7, 2017 @ 1:29am 
I'm just thinking about that point. Once, I made the system like you mentioned. The light has battery (limited resources), and there are outlets at some points. However, it's difficult to adjust optimum power of the battery for each level. So, I turned that system back currently. I'm considering more suitable system.
Daniel Jan 3, 2017 @ 5:37pm 
Do this for 32-bit, please, thanks in advance
artzpiip Jul 12, 2016 @ 8:12am 
The flashlight charging might slow the pace of the game down too much. Have you tried having limited resources of flashlight power during the entire level?
john.val-amart May 3, 2016 @ 3:38pm 
really impressive stuff, can't wait to play it! hoping for a linux build
Game Development Championship May 2, 2016 @ 1:39pm 
The Ascii art-style is refreshingly original! Definitely interesting to see something like that again.

We are running the Game Development World Championship and would like to see you participate. It's good for your visibility and won't cost you a penny.

You can check it out at .

Good luck with the development!
questro  [author] May 2, 2016 @ 8:29am 
Thanks. I should try building under Linux.
questro  [author] May 2, 2016 @ 8:26am 
@Jew Babe Undead
Thanks for your proffer. I'm interested in procedural level generation. However, it's incompatible with this game. If I have a chance for making a next game, I might adopt it.
russianpresident666 May 2, 2016 @ 3:42am 
Waiting for linux version.
Jew Babe Undead May 1, 2016 @ 12:41pm 
Looks nice. Have you considered procedural level generation?
questro  [author] May 1, 2016 @ 6:11am 
I use Haskell. The library is SDL2. It's a simple framework (rendering sprites, playing sounds, ...). I think few people use Haskell for making a game, especially for a commercial game.