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Hunting is a short indie horror game released on itch.io that presents itself as a simple first-person hunting experience. The player enters a forest environment with the clear expectation of tracking and shooting deer. There is no introduction that signals a horror premise, and the early moments follow familiar patterns associated with basic hunting games. Movement, aiming, and shooting are the primary actions, and the environment appears calm and functional at the start.
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Hunting is a short indie horror game released on itch.io that presents itself as a simple first-person hunting experience. The player enters a forest environment with the clear expectation of tracking and shooting deer. There is no introduction that signals a horror premise, and the early moments follow familiar patterns associated with basic hunting games. Movement, aiming, and shooting are the primary actions, and the environment appears calm and functional at the start.
At the beginning of Hunting, the player’s role is clearly defined. The forest is the main playable space, and deer serve as the only visible targets. There are no tutorials, menus, or narrative explanations guiding the player beyond the assumed goal of hunting. This lack of explicit direction reinforces the impression of a straightforward task. The game relies on player intuition, allowing familiar mechanics to establish a sense of routine and control within the environment.
As play continues, Hunting maintains its limited mechanical scope. There are no upgrades, inventories, or secondary objectives introduced over time. Instead, repetition plays an important role, as the player continues to move through the same space and perform the same actions. Subtle changes begin to affect how the forest feels, even though the available controls remain unchanged. The horror elements are integrated into the existing structure rather than added through new systems.
Key gameplay components include:
· navigating a forested outdoor area
· locating and aiming at deer
· firing a weapon using basic controls
· observing environmental changes over time
· continuing play without explicit objectives
These elements form a simple loop that becomes increasingly uncertain as the session progresses.
The forest in Hunting is intentionally minimal, which makes any deviation from normal behavior more noticeable. Lighting, sound, and pacing contribute to a gradual change in tone. There are no scripted cutscenes or direct explanations for what is happening. Instead, tension builds as familiar actions no longer feel predictable. The environment reacts in ways that challenge the player’s initial assumptions about safety and purpose.
Hunting is designed to be completed in a short amount of time and does not include multiple endings or replay-focused systems. Its impact relies on contrast between expectation and outcome rather than on complexity. By using a recognizable hunting framework, the game encourages players to rely on habit before undermining that sense of normality. The absence of guidance, narrative exposition, or mechanical escalation keeps attention focused on the environment itself.
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