Standing out in the gaming world is hard, but we believed our vision was worth the risk. Arkblade is more than a studio; it is the realization of a dream to build something meaningful in a crowded market. By fostering a safe and dedicated space for our talent to thrive, we are committed to one goal: developing games that resonate deeply and transcend the test of time.
OUR GAMES
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OUR GAMES 🎮
PROJECT: SCREAM (working title)
A short psychological horror experience born from a game jam prototype.
Overview
Scream began as a small concept for a game jam, a simple idea that quickly grew into something much deeper. The goal was to explore how fear works when you take away the usual tools of survival and leave the player with nothing but sound, light, and silence.
Set entirely inside a car stranded in the middle of nowhere, Scream focuses on atmosphere and immersion rather than jump scares (there’s jumpscares too). Every sound, reflection, and flicker of light plays with the player’s sense of control and safety.
The video features an old version 0.1.0, we’re currently in 0.7.0
WORK IN PROGRESS
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WORK IN PROGRESS ⚠️
The Intruder is a persistent threat focused on physical breaches and visual mimicry. It relentlessly tests your door handles, forces windows open, and unlatches the trunk to gain entry.
WORK IN PROGRESS
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WORK IN PROGRESS ⚠️
WORK IN PROGRESS
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WORK IN PROGRESS ⚠️
Core Experience
First-person tension: the player experiences the entire story from the driver’s seat, unable to escape, forced to face what’s outside and inside.
Sound-driven gameplay: what you hear matters more than what you see. Audio cues guide, mislead, and shape the experience.
Environmental storytelling: the entire car interior tells fragments of the story, the objects, the lights, and of course the radio.
Minimal interface, maximal tension: there’s no HUD, no weapons, no objective markers, only your senses and something terrorific going around.
Development Background
What started as a quick prototype evolved into Arkblade’s first full team effort, a project designed to align workflows, style, and quality standards before larger productions.
While the game’s mechanics are simple, Scream (working title) represents our philosophy: execution over complexity. It’s a controlled space where atmosphere, pacing, and storytelling come together.
The SDW (Self-Defense Weapon) is our high-voltage "panic button" designed to ward off the Stalker when things get too close for comfort.
The Stalker moves through the periphery, eventually attempting to smash the car's glass to reach you. A predatory entity that watches from the shadows before closing in for a physical strike.
WORK IN PROGRESS
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WORK IN PROGRESS ⚠️
Car Interior concepts and final 3D
WORK IN PROGRESS
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WORK IN PROGRESS ⚠️
Scream isn’t just our first game, it’s the moment Arkblade became real.
A small project with a big purpose: to prove that emotion, tension, and atmosphere matter more than budget.
PROJECT: CHAOS MOVING
A chaotic co-op experience where teamwork meets pure madness.
Chaos Moving is our next planned title, a fast-paced cooperative game built around creativity, laughter, and unpredictable fun.
It’s in early development and represents the next step in Arkblade’s journey, our leap from small, emotional experiences to a fully realized multiplayer world.
At its core, Chaos Moving is about working together through pure mayhem. Simple tasks turned into hilarious disasters, where coordination matters just as much as humour.
We’re not ready to show it yet, but the energy is already there.
Concept image created with AI for visualization purposes only. Arkblade is committed to authentic, human-driven art and development.
MEET THE TEAM
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MEET THE TEAM *
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