Blog
May 24, 2025 4:30 PM UTC+1:00
How we made the monster in Dead Signal creepy without relying on cheap jumpscares.
In Dead Signal, the woods aren't empty, and The Whisperer in the Pines makes sure you know that. This creature was designed to create unease without ever needing to jump out in front of you. We focused on building tension over time, making players question what's real and what's just their imagination. Its behavior is unpredictable, but not random, it stalks, lingers, and waits. It watches more than it acts. The audio was just as important as the visuals. Subtle breathing, footsteps in the brush, and distorted radio static all build the illusion that something is nearby, even when you can't see it. Visually, we avoided anything too over-the-top. The Whisperer is meant to look human… but wrong. Uncanny. It feels familiar until it doesn't. Our goal was to make a monster that doesn't need to chase you constantly to be terrifying. You're not just surviving the wilderness-you're surviving its presence.
May 24, 2025 4:30 PM UTC+1:00
Here's what we're working on at Zap and what's coming next.
This month, the team (Which is only me, Dani) has been focused on pushing Dead Signal forward. From refining survival mechanics to improving how the environment feels alive (and dangerous), progress is steady. We've also started experimenting with long-form devlogs on YouTube, where I show real-time development and thoughts behind each feature. In this update, I'll share what's been done, what we've dropped, and what we're excited about heading into June. Thanks to our community for sticking with us, we're building something special.
May 24, 2025 4:30 PM UTC+1:00
Some honest thoughts on game scope, burnout, and knowing when to pivot.
I was excited to build a custom tycoon game with in-depth crafting and a unique dropper system. But as development went on, I realized the scope was too massive for what I could realistically finish. In this post, I explain why I chose to cancel it, what I learned from the experience, and how it's helping me focus better on Dead Signal. Canceling a project doesn't mean failure, it's often a smart, necessary step. If you're a dev juggling too many ideas, this might resonate with you.
May 12, 2025 1 AM UTC+1:00
Zap Games official website is done and released.
The official website for Zap Games is now live! Dani has dedicated several days to its development, and it's set to start generating revenue for Zap very soon.
May 10, 2025 11 PM UTC+1:00
We are creating a brand-new, atmospheric and grounded horror experience that is unlike anything we have ever produced.
We're excited to announce that production has officially begun on our next project, codenamed Dead Signal. This will be a single-player horror game based on isolation, survival, and tension. You'll explore a barren environment, manage limited resources, and try to solve a mystery that unfolds the longer you survive. Expect a slower gameplay experience, creepy ambiance, and emphasis on dread over cheap scares. That's all we can show for now - more later as we continue on into development. For the time being, tune in… and whatever you do, don't lose the signal. - Zap Games
April 27th, 2025 6 PM UTC+1:00
A short psychological horror about routine, tension, and a choice that changes everything is now released.
What starts as a normal nightshift quickly turns into something. wrong. In Don't Miss the Bus, you wake up, eat breakfast, and head to work. Just another normal nightshift - until a strange man shows up and starts asking weird questions. You brush it off. Maybe he's just weird. But when he returns later, standing at the gas station waiting for you, he wants you to follow him.