Daily Design: Day 243

Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on randomly generated words. Today, they are;

Quiet, Scratch and Timing.

As such, the game I’ve designed today is…



Vox is a first-person VR horror game with a focus on using the player’s voice as an input.

The protagonist wakes up in a dingy dungeon (where else?) with no memory of how they got there, because I’m fairly sure amnesia is underutilized in fiction. They’re trapped in a locked room – the only exit being locked via voice recognition software. To escape, they have to speak the password out loud (password is quite handily left in plain site).

Here’s an important note – Vox requires a microphone to play. The game will pause if a microphone is unplugged or muted and won’t resume until the issue is fixed.

This is because the game is filled with horribly monsters, as horror games often are. Unlike most horror games, though, these ones are entirely blind; they’re attracted only by sounds. This includes sounds the player makes in-game (running, knocking something over) and any sounds they make with their voice.

It’s a stealth game, and there’s no way to kill enemies other than utilizing the environment. For example, players may be able to navigate in such a way that there’s a large pit between them and an enemy. Calling out to the enemy from there will cause them to run into the pit.

It’s also interesting that it requires the player to stay calm and quiet. Screaming can result in death, as can nervous muttering (which is something I hope other people do when they play horror games as well).

On the negative side, it also means the game can’t be played well with others around, or in a crowded household.

That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept. 

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