Ninefold Interactive
Don't Leave Me Here
Two players. One abandoned hospital. A door that only opens if you both reach it. Our first game is horror built around a single promise between two people — and what it costs to keep it.
Most horror games are about being alone. This one is about not being alone, which turns out to be worse: someone can hear you panic, someone can see you hesitate, and someone is depending on you when every instinct says run.
Design pillars
- Fear is shared, or it is nothing. Built for exactly two players from the first line of code. Every system — light, sound, the thing in the dark — assumes a second pair of eyes.
- One place, fully real. A single location, modeled and lit until it feels found rather than built. We would rather ship one corridor that frightens you than ten that don't.
- Small, finished, then bigger. We build a short, polished slice, put it in players' hands, and grow from what survives contact. No promises we haven't already built.
- Dread over jump-scares. The scare you see coming and cannot stop beats the one that merely startles. Sound design leads; the monster follows.
Status
In development in Unreal Engine 5 by a deliberately tiny team. Co-operative play is working, the location is taking shape, and we are not announcing a date until we have one we can keep. Press and playtest inquiries: contact@ninefoldworks.com.