Hello! I have about 2 years with rust, just wondering has ther been any progress made on it or would we be starting from scratch?
GenGoatT
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EMAIL AND PORTFOLIO: zachr664@gmail.com and https://gengoattt.itch.io/
PITCH: Apartment 313
A Fixed-Camera Survival Horror Game for PC (Unity)
Developer: Zachary Russelo
Engine: Unity
Length: 5–6 hours
Platforms: itch.io + Steam
GAME SUMMARY
Apartment 313 is a PS1-era fixed-camera survival horror game inspired by 1999 classics like Resident Evil and Silent Hill, but set entirely within a rotting 1970s apartment complex located in a dying Rust-Belt city.
You play as Evan Price, a paranoid hermit who hasn’t left his unit in three years. But when neighbors begin disappearing, and something starts knocking from inside the walls, Evan is forced to venture out and confront the horrors lurking through the building.
The twist:
Each apartment is themed around a different horror subgenre, creating seven tightly designed, highly atmospheric micro “worlds” inside one decaying building.
Examples:
Unit 101 – Slasher horror (stalking enemy, flickering lights, blood trails)
Unit 202 – Body horror (mutations, pulsating walls, viral growths)
Unit 313 – Psychological / guilt horror (your past decisions manifest)
The game uses tank controls, fixed camera angles, limited ammo, typewriter saves with ink ribbons, herb mixing, and a rank system, staying fully faithful to the 1999 design philosophy.
CORE TONE & AESTHETIC
PSX-style low-poly models
Harsh lighting, grain filters, dithering
Fixed viewpoints to emphasize tension
CRT-style UI elements
Slow-burn narrative revealing Evan’s unraveling psyche
GAMEPLAY OVERVIEW
Perspective
Fixed-camera cinematic angles (multiple angles per room, old-school transitions).
Core Loop
Explore units and common areas
Solve environmental puzzles
Find keys, tools, and notes
Manage limited resources (ammo, herbs, ribbons)
Fight or avoid enemies based on subgenre rules
Unlock shortcuts and progress deeper into the building
Replayability
The game features a rank system (S–C) based on:
Time
Damage taken
Saves used
Items consumed
Endings unlocked
Designed to encourage multiple playthroughs for mastery.
SCOPE (Clear, Finishable, Solo-Dev Friendly)
Single building with:
7 thematically unique apartments
2 hallways (floors 1 & 3)
Laundry basement
Boiler/maintenance basement
Roof access
Player’s apartment
Lobby entrance
Total playtime: 5–6 hours for first completion.
Each apartment is ~15–25 minutes of gameplay, with additional exploration time.
DEVELOPER EXPERIENCE
I have 3 years of experience in Unity and C#, including 2 Demos released, and working on a third. You can see and play them on my profile: https://gengoattt.itch.io/ I am comfortable handling gameplay programming, level design, lighting, UI, and PSX-style post-process shaders.
Is there any payment associated with it? I am working on a couple of free projects rn but am starting to struggle a bit with money! I have 3 years in Unity, Godot, and GML, I am most comfortable with Unity though. If you look on my profile you can see what I am currently working on and my experience!
Hello, Im a programmer with these proficiencies:
💻 Proficiencies:
- Engines: Unity, GameMaker Studio (GML), Godot
- Languages: C#, C++, Java, HTML, CSS, JavaScript
- Experience: Gameplay programming, UI systems, shaders, and optimization
I also have 3+ years of experience in Unity. I love your idea and would love to work on it with you! I sent you a friend request on discord, my discord is crownnn1
Your question — “If a Fake Sun drove thousands to their doom, how would you build the universe where that was possible?” — immediately hooked me. It’s not just poetic, it’s the kind of worldbuilding challenge that blurs the line between code and philosophy.
Hotel Admire sounds like the perfect collision of ideas I’ve been looking for — a project that doesn’t just want to make a game, but to make a statement about what games are. The concept of deliberate dissonance, where every artistic inconsistency and technical anomaly is narrative truth, deeply resonates with me.
I’m especially intrigued by the technical ambitions you mentioned — systems where:
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Physics and rendering rules shift dynamically,
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2D and 3D coexist as expressive tools rather than constraints,
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And “bugs” evolve into diegetic phenomena that deepen immersion.
Those are the kinds of problems that don’t just demand code — they demand philosophy, architecture, and creative subversion.
My background and interests align well with what you’re describing. I’m experienced with Unity (C#) and comfortable structuring scalable systems that can support dynamic rule sets, layered rendering pipelines, and emergent mechanics. More importantly, I thrive in experimental environments where collaboration and creative risk-taking drive innovation.
I’d love to discuss how I could help lay the technical and conceptual foundation of Hotel Admire — especially how to turn the “Fake Sun” from a lore detail into a mechanical and visual motif that defines the game’s universe.
You can reach me here or on Discord at crownnn1, but I already sent you a DM.
Let’s build something impossible.
Hi BluNotes,
This sounds like a genuinely inspiring project — I really appreciate the focus on emotional storytelling and artistic expression. The idea of a five-boss structure with branching narratives is both elegant and ambitious, and the combination of Elden Ring-style combat with a stylized, cel-shaded aesthetic feels like it could really stand out.
I’m a Unity programmer with strong experience in gameplay systems, prototyping, and scalable code architecture, but I also have the same experience with Godot and am comfortable transitioning over for the right creative project. I love working on narrative-driven experiences, especially those that blend mechanical depth with meaning and atmosphere.
I’d love to learn more about your current progress, the scope for the prototype or vertical slice, and how you’re envisioning the first few months of development.
If you’d like, we can connect on Discord to chat
Hey Mono!
I’ve been developing an idea for a small, emotional game that I think could really match your artistic style — it’s called Dear Me. The concept’s about revisiting your younger self through letters and memories, rewriting old moments until the visuals and tone slowly transform from dark ink into gentle watercolor.
I want it to feel like a real game, not just an interactive story — something you can explore and piece together, with each “memory” being a small scene or puzzle that evolves visually as you find closure. Think Florence meets A Short Hike — cozy, heartfelt, but still playful.
Your art could really bring that emotional transformation to life. Would you be interested in chatting about it or brainstorming together?
My discord is: crownnn1
Hi! I’m a game programmer with about 3 years of experience working in Unity and C#, covering both 2D and 3D development, as well as shader work and general gameplay systems. I also have around 2 years of experience with JavaScript, HTML/CSS, C++, and Java.
Most of my past projects were under NDA, so I haven’t been able to include them in my portfolio. Because of that, I’d be happy to contribute to your project unpaid, as long as I can feature the finished game in my portfolio once it’s complete.
I’d love to hear more about your project and see how I could help. Discord: crownnn1
Hi! I’m a game programmer with about 3 years of experience working in Unity and C#, covering both 2D and 3D development, as well as shader work and general gameplay systems. I also have around 2 years of experience with JavaScript, HTML/CSS, C++, and Java.
Most of my past projects were under NDA, so I haven’t been able to include them in my portfolio. Because of that, I’d be happy to contribute to your project unpaid, as long as I can feature the finished game in my portfolio once it’s complete.
I’d love to hear more about your project and see how I could help.
Discord: crownnn1
