Single-player psychological horror · In production

HUSHABYE

A first-person horror game I am developing in Unity 6, played by singing into the microphone. On a trial night as a babysitter in 1980s–90s Europe, the player watches the nursery through the infrared HUSH-1 baby monitor, and what lies in the crib sleeps only while someone sings.

2026 · PC · Unity 6 HDRP · C# · Developed with AI assistance

Gameplay demo 1.1, September 2026 · 3:50

How it plays

  1. The HUSH-1 baby monitor held up in a dark corridor, its screen showing the crib in infrared.

    Sing

    When TALK blinks green, hold it and sing into your microphone.

  2. The nursery through a half-open door. A beam of light on the wallpaper casts the shadow of the mobile above the crib.

    Be still

    When the monitor goes dark and the breathing stops, it is listening: freeze and stay silent.

  3. A key with a felt sparrow on its ring, in the lock of a dark door.

    Escape before six

    Get the front-door key and turn it in the lock before the parents come home at six.

What I built

Voice
YIN pitch detection runs in real time and only on the player’s PC; the voice is never sent anywhere. A phrase judge scores every note against the melody in the singer’s own key, which their first steady note sets.
DSP engine
A C# engine that carries sound through walls, floors and doorways along a graph of the house’s zones. Each zone type has one of five FDN reverbs: room, kitchen, corridor, tiled bathroom and a dead pantry.
Diegetic sound
The monitor’s speaker is a lo-fi mono chain with hiss; the house around the player is full band. A sound with hiss is far away, and one without it is right next to you.
Music box
It plays retuned glockenspiel samples from VSCO 2 Community Edition (CC0) with a shorter decay, a 450 Hz high-pass, teeth detuned by ±3 cents and the whirr of the mechanism.
Engine
The game runs in Unity 6 with HDRP and is written in C#.

Stills

The upstairs corridor at night: patterned wallpaper, wood panelling and a long rug.
The upstairs corridor at night.
The dark kitchen: a checked tablecloth, the cooker and a curtained window, with the HUSH-1 glowing in the player’s hand.
The kitchen, where the monitor charges.
The hall with wood panelling, the stairs going up on the right and the lit kitchen through an open door.
The hall and the stairs up to the nursery.
Grainy infrared video of a crib with an on-screen instruction: Sing.
The Goodnight agency’s orientation tape.