Insanity Locked!

We Got to Help Build a Horror Game (and It Actually Scared Us)
 
Sometimes a project comes along that reminds you why you started doing this in the first place, and Insanity Locked was exactly that kind of project for our team.
From the very first meeting with the developers, it was clear that this wasn’t just another indie horror game. They had a solid vision: something atmospheric, genuinely scary, and rooted in mechanics that would keep players tense and thinking. And the best part? We got to be a part of bringing it to life.

 

There’s something special about working on a horror game that actually manages to scare you, even while you’re building it. During testing, we’d catch ourselves holding our breath, getting spooked by sudden noises, or panicking when the battery started dying mid-session. And mind you, we knew exactly what was coming! That kind of immersive fear is rare, and it’s a real credit to how well the core team executed their ideas.

 

For many of us, this project hit close to home in a really nostalgic way. Late-night brainstorming sessions, quick design iterations, testing the mechanics over and over, everything reminded us of why we love doing this. It didn’t feel like work. It felt like we were back in college again, throwing wild ideas at the wall and building something just because we believed in it.

 

Tristan, one of the developers behind Insanity Locked, captured that feeling perfectly:
“As someone who’s always been a fan of horror games, it’s been one of my goals to create one and I was genuinely thrilled to work on this project. Back in college, we had this ambitious horror game concept that we never quite pulled off, so finally getting the chance to contribute to a full-fledged horror title feels incredibly fulfilling.”

 

And then there’s Angelo, whose love for scaring people really shone through in the gameplay design:
” My favorite part about working on Insanity Locked was creating the creepy atmosphere and seeing how it made players feel. I really enjoyed working on gameplay features like the battery draining, the power bank system, and the ability to hide in the closet. Even us developers got scared when testing those features. Seeing the project come together made all the hard work completely worth it. “

 

Their passion was contagious. Every time they rolled out a new feature, it made us want to up our game too. And seeing their reactions to our contributions was always a boost!

 

Everyone was open, honest, and genuinely excited to make the game as immersive and terrifying as possible. And now that Insanity Locked is released, we’re just incredibly proud to have been part of the journey.

 

To the PowerGameStudio1 team: thank you for letting us help build something that actually made us check behind our shoulders while playing. We’ll be watching the launch closely (from behind the safety of our screens, of course), and cheering you on as the nightmare spreads!