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Godot Genre Horror

thedivergentai/godot-genre-horror

Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.

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Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-horror

The instruction itself

31 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Genre: Horror

Expert blueprint for horror games balancing tension, atmosphere, and player agency.

Use when:

  • You need a Director that drives buildup → peak → relief (not constant jump-scares).
  • A predator must feel unfair at the *macro* level but honest at the *sense* level (dual brain).
  • Sanity, scarcity, volumetric fog, or threaded scare loads are core to the fantasy.

NEVER Do (Expert Anti-Patterns)

Atmosphere & Tension

  • NEVER maintain 100% tension at all times; strictly use a Sawtooth Pacing model (buildup → peak/scare → dedicated relief period) to prevent player "numbing" and exhaustion.
  • NEVER rely on jump-scares as the primary source of horror; focus on atmosphere, spatial audio cues, and the *anticipation* of a threat to build genuine dread.
  • NEVER make environments pitch black to the point of frustrating navigation; darkness should obscure *threats* (details), not the *floor*. Use rim lighting or a limited-battery flashlight.
  • NEVER grant the player unlimited resources; survival horror relies on Scarcity. Limited battery, rare ammo, and slow animations are mandatory to force stressful decision-making.

AI & Senses

  • NEVER allow AI to detect the player instantly; implement a Suspicion Meter or a 1-3s reaction window before the AI enters full aggression to avoid "unfair cheating" feel.
  • NEVER use predictable AI paths; an enemy on a perfect loop is a puzzle, not a predator. Use the Director to periodically "hint" a new destination near the player.
  • NEVER use Area3D overlap signals for instant, frame-perfect Line-of-Sight (LoS) checks; use nodeless raycasting via PhysicsDirectSpaceState3D.intersect_ray() for fixed-physics sync.
  • NEVER calculate complex AI vision or pathfinding for monsters far outside the camera's frustum; use VisibleOnScreenNotifier3D to disable processing logic.
  • NEVER leave navigation avoidance layers unconfigured on chasing monsters; explicitly assign avoidance masks to prevent visual "stacking" in tight corridors.

Technical & Scarcity

  • NEVER use the visual SceneTree (like GridContainer children) as the source of truth for inventory; strictly maintain a typed memory structure like Dictionary[StringName, Resource].
  • NEVER rely on instantiating standard Nodes to store base item stats/definitions; use custom Resource scripts to reduce memory overhead and allow direct Inspector editing.
  • NEVER forget to call duplicate(true) on an item's Resource when adding to inventory; if items have mutable states (ammo/durability), you will overwrite the global resource otherwise.
  • NEVER parse massive JSON save files synchronously; strictly offload heavy parsing to the WorkerThreadPool to prevent auto-save freezes.
  • NEVER use standard strings for hot-path IDs (states, item types); strictly use StringName (&"chasing") for pointer-speed comparisons.
  • NEVER evaluate exact floating-point equality (sanity == 0.0); strictly use is_equal_approx() or threshold checks for deterministic triggers.
  • NEVER write screen-reading shaders expecting Godot 3 SCREEN_TEXTURE; strictly use sampler2D with hint_screen_texture.
  • NEVER instantiate detailed monster meshes or lights without culling; strictly configure visibility_range for automatic HLOD efficiency.
  • NEVER rely on AnimationPlayer for random flickering; use Tween for programmatic, clean energy manipulation.
  • NEVER load heavy scare scenes or 4K textures synchronously via load(); strictly use ResourceLoader.load_threaded_request() to prevent frame stalls.
  • NEVER scale CollisionShape3D non-uniformly; strictly adjust internal shape resource parameters (radius, height) to prevent erratic physics.
  • NEVER perform synchronous, heavy file I/O in a Safe Room; strictly use Thread and Mutex to handle background saving without stalling the main game thread.
  • NEVER check for hiding spot types by casting; strictly use Object metadata (set_meta) for performant, decoupled AI queries.

Godot 4.7: Horror Lighting

  • AreaLight3D for flickering panels, TV glow, and rectangular soft shadows without GI hacks.

🛠 Expert Components (scripts/)

Original Expert Patterns (MANDATORY at architecture steps)

  • director_pacing.gd - Invisible orchestrator managing the "Sawtooth" tension wave and relief periods. MANDATORY before wiring any pacing/Director.
  • predator_stalking_ai.gd - Dual-brain stalker (Director hints + honest senses) with view-cone avoidance. MANDATORY before implementing predator AI.

Modular Components

  • monster_los_check.gd - Physics-synced raycasting for high-performance visibility checks.
  • flashlight_flicker.gd - Procedural light interference for atmospheric tension.
  • inventory_data_storage.gd - Typed data structure for sparse resource management.
  • async_scare_loader.gd - Threaded resource loading for hitch-free jump-scares.
  • spatial_noise_emitter.gd - Shape-based sound sensing for sensory AI.
  • item_state_duplicator.gd - Deep duplication for managing unique weapon/item states.
  • fog_claus_intensifier.gd - Volumetric fog manipulation for dread buildup.
  • offscreen_logic_suspender.gd - Culling logic for AI processing outside camera view.
  • sanity_shader_manager.gd - Instance-uniform driven distortion effects.
  • sanity_manager.gd - Stress/sanity value pipeline feeding shake and audio buses.
  • optimized_horror_state_machine.gd - High-speed predator behavior logic.

Core Loop

  • Explore: Player navigates a threatening environment.
  • Sense: Player hears/sees signs of danger.
  • React: Player hides, runs, or fights (disempowered combat).
  • Survive: Player reaches safety or solves a puzzle.
  • Relief: Brief moment of calm before tension builds again.

Skill Chain

| Phase | Skills | Purpose |

|-------|--------|---------|

| 1. Atmosphere | godot-3d-lighting, godot-audio-systems | Volumetric fog, dynamic shadows, spatial audio |

| 2. AI | godot-state-machine-advanced, godot-navigation-pathfinding, godot-raycasting-queries | Hunter AI, honest LoS/sound |

| 3. Player | godot-camera-systems, godot-genre-stealth, godot-physics-3d | Lean/shake, hiding, CharacterBody3D movement |

| 4. Scarcity | godot-inventory-system | Limited battery, ammo, health |

| 5. Logic / saves | this skill's Director scripts + godot-save-load-systems | Sawtooth pacing + threaded safe-room saves |

Do-NOT-Load (by fantasy)

| Fantasy focus | Load | Do NOT load |

|---------------|------|-------------|

| Atmosphere / fog / flashlight only | fog_claus_intensifier.gd, flashlight_flicker.gd | Predator AI, LoS, noise, state machine |

| Stalker / dual-brain AI | director_pacing.gd, predator_stalking_ai.gd, monster_los_check.gd, spatial_noise_emitter.gd | Sanity shaders, inventory duplicator, scare loader |

| Sanity / stress FX | sanity_manager.gd, sanity_shader_manager.gd | Inventory scarcity scripts, async scare loader |

| Scarcity / inventory truth | inventory_data_storage.gd, item_state_duplicator.gd | Fog intensifier, sanity shaders |

| Hitch-free scare assets | async_scare_loader.gd | Full Director + sanity stack |

Architecture Overview

1. The Director System (Macro AI)

Controls pacing so players never stay at 100% tension.

> MANDATORY read: director_pacing.gd — do not paste a one-off tension enum. Wire Director events to *near-player* investigation targets, never instant on-player teleports during quiet phases.

2. Sensory Perception (Micro AI)

Honest monster senses (vision + sound) that the Director may only *hint*, never hard-cheat.

> MANDATORY reads: predator_stalking_ai.gd for dual-brain orchestration; monster_los_check.gd + spatial_noise_emitter.gd for LoS/sound. Prefer PhysicsDirectSpaceState3D.intersect_ray() over Area overlap for vision.

3. Sanity / Stress System

Distorting the world based on fear.

> Load sanity_manager.gd + sanity_shader_manager.gd for value → shake/bus/shader pipelines. Keep thresholds on is_equal_approx / bands, never sanity == 0.0.

Key Mechanics Implementation

Pacing (The Sawtooth Wave)

Horror needs peaks and valleys.

  • Safety: Save room.
  • Unease: Strange noise, lights flicker.
  • Dread: Monster is known to be close.
  • Terror: Chase sequence / Combat.
  • Relief: Escape to Safety.

The "Dual Brain" AI

  • Director (All-knowing): Cheats to keep the alien relevant (teleports it closer if far away, guides it to player's general area).
  • Alien (Senses only): Honest AI. Must actually see/hear the player to attack.

3. Hiding-Spot Metadata System

Use set_meta / groups — MANDATORY: predator_stalking_ai.gd + peer godot-genre-stealth. Do not paste hiding-spot tutorials inline.

4. Adaptive Audio (Stress Muffling)

Bus LPF / volume from fear — MANDATORY: sanity_manager.gd + peer godot-audio-systems.

5. Safe-Room Multithreaded Save

Threaded checkpoint I/O — MANDATORY: peer godot-save-load-systems (Thread/Mutex / WorkerThreadPool). Never sync FileAccess on the main thread in a safe room.

Expert knowledge (on demand)

> LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

  • expert-horror-patterns.md — restored baseline pedagogy (architecture, WHY, implementation depth)

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Volumetric fog and fog volumes — density/albedo and light-dependent scattering for dread atmosphere.
  • Environment and post-processing — WorldEnvironment tonemap, glow, and fog modes that carry horror looks.
  • Lights and shadows — SpotLight3D flashlight cones, soft shadows, and bias for dark interiors.
  • Audio buses — LowPass/Reverb bus effects for stress muffling and spatial dread.
  • Ray-casting — PhysicsDirectSpaceState intersect_ray for honest monster LoS (not Area overlap).
  • Navigation introduction (3D) — predator chase paths and avoidance masks in tight corridors.
  • Background loading — ResourceLoader threaded requests so jump-scare assets never hitch.
  • Screen-reading shaders — hint_screen_texture sanity distortion (not Godot 3 SCREEN_TEXTURE).
  • Visibility ranges — GeometryInstance3D HLOD/culling for expensive monster meshes and lights.
  • Saving games — FileAccess patterns for safe-room checkpoints without inventing a format.
  • Using threads — Thread/Mutex and WorkerThreadPool for background saves and heavy parse work.
  • Resources — Resource definitions and duplicate(true) so mutable item state never aliases globals.
Prerequisites
  • godot-project-foundations — scene tree, autoloads, and import basics before Director/WorldEnvironment wiring.
  • godot-3d-lighting — volumetric fog, SpotLight3D flashlights, and shadow budgets that define horror atmosphere.
  • godot-audio-systems — buses, spatial emitters, and effect stacks the sanity/stress systems modulate.
Complements
Downstream / consumers
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

How to use it

Copy the folder

Take thedivergentai/godot-genre-horror from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.