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.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-horrorIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides a comprehensive set of Godot game development patterns and scripts for horror game mechanics. No malicious patterns, data exfiltration, or unauthorized command executions were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
4/4 files flagged
What does this agent skill do?
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
VisibleOnScreenNotifier3Dto 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
Resourcescripts 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
WorkerThreadPoolto 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 usesampler2Dwithhint_screen_texture. - NEVER instantiate detailed monster meshes or lights without culling; strictly configure
visibility_rangefor automatic HLOD efficiency. - NEVER rely on AnimationPlayer for random flickering; use
Tweenfor programmatic, clean energy manipulation. - NEVER load heavy scare scenes or 4K textures synchronously via
load(); strictly useResourceLoader.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
ThreadandMutexto handle background saving without stalling the main game thread. - NEVER check for hiding spot types by casting; strictly use
Objectmetadata (set_meta) for performant, decoupled AI queries.
🛠 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, neversanity == 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.
Related Skills
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
- godot-navigation-pathfinding — NavigationAgent chase/search paths and avoidance so predators do not stack in corridors.
- godot-state-machine-advanced — StringName-driven patrol/chase/search machines for predator micro-AI.
- godot-raycasting-queries — physics-synced LoS and shape queries for sensory perception without Area cheating.
- godot-shaders-basics — instance uniforms and screen-reading distortion for sanity FX.
- godot-inventory-system — typed Resource inventory and scarcity (battery/ammo) separate from visual UI trees.
- godot-camera-systems — shake, lean, and frustum-driven offscreen AI suspend via VisibleOnScreenNotifier3D.
- godot-tweening — procedural flashlight flicker and fog density ramps without AnimationPlayer spam.
- godot-monte-carlo-balancer — simulate Director sawtooth peaks/relief and scarcity budgets before shipping.
- godot-genre-stealth — suspicion meters, hiding spots, and view-cone stalker patterns that share sensory AI.
Downstream / consumers
- godot-genre-survival — scarcity loops and safe-room checkpoints that reuse horror resource pressure.
- godot-save-load-systems — threaded/async save pipelines for safe rooms without main-thread freezes.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/thedivergentai/gd-agentic-skills/godot-genre-horror">View godot-genre-horror on skillZs</a>