
HUSHABYE
October 1988. The baby in the crib is not the baby.
A first-person horror game you play with your voice, which I am making solo in Unity 6. The sound runs on Wwise and my own C# DSP.
You’re babysitting for the night. The swaddled bundle in the crib on CAM 1 is the creature. The real baby is crying somewhere else in the house, and the crying draws the creature out of the crib. Over five nights you find the baby, calm it and hide it, lure the creature away with your voice and put the real baby in the crib while it is empty. If the crying fades, the night is lost.
Single-player first-person horror, in production. 2026, Windows PC, Unity 6 HDRP. Solo: game design, C# gameplay, Wwise and DSP, and the models, including the house and the creature. All pictures on this page were captured in the game in October 2026.

Hushing the baby, luring with your voice

A real “shh” into the microphone calms the baby in your arms: a calm baby cries more quietly, and its crying fades more slowly. Without a microphone, holding Space does the same, more weakly.
With the monitor raised, you pick a camera, record your voice into it and play it back from the speaker in that room. The creature goes to check. Each playback costs battery, and the baby’s crying is louder than any recording.
Recordings stay in memory on your PC. The voice is never written to disk or sent anywhere.


Sound through rooms and doorways

Each room in the house is a Wwise room and each doorway a portal. An open door lets the crying through and a closed one muffles it.
A voice played from a camera goes through a C# effect that makes it sound like the speaker of a cheap monitor: a 300–3400 Hz band, soft distortion, 9-bit grain, hiss, 50 Hz hum and short dropouts.
Before Wwise, the same graph of zones drove my own C# engine with five FDN (feedback delay network) reverbs.
A baby monitor from 1988

The monitor copies the on-screen display of a VHS camcorder: camera number, battery, REC, date stamp. There is no health bar; you judge the baby by its crying. To look at the monitor, you have to put the baby down.
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CAM 1 08.10.88 Nursery -

CAM 2 08.10.88 Upstairs corridor -

CAM 3 08.10.88 Twins’ room -

CAM 4 08.10.88 Hall -

CAM 5 08.10.88 Kitchen -

CAM 6 08.10.88 Living room
The thing in the crib

The creature is a blind woman’s head on a procedural neck several metres long, with a headless body in a floral nightgown limping behind it. It hunts by sound.
In the crib it passes for the baby. When it hunts, the wallpaper beside the crib bulges and tears in strips and the head comes out first; on the way back the body goes in first and the head last. While it hunts, the lamps in the house go out.
It searches rooms and looks into hiding places; if it finds you, the night ends. Later nights add a red ribbon for the crib and poppy seeds the creature stops to count, both folk protections against changelings.


The house, October 1988
The game takes place in one two-storey family house furnished as it would have been in 1988: a wall unit with a television, patterned wallpaper, terrazzo and a pendulum clock. These rooms are shown with their lamps on; on a hunting night they are seen by flashlight.



