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Posted 5:00pm

Psychological horror Daylight revealed for PS4


E3 is upon us and Zombie Studios is ready to scare the PlayStation community when Daylight comes to PlayStation 4 early 2014.

A couple months ago we flew out to PAX East with a pre-alpha build of our latest game Daylight. When you show your game off for the first time you really aren’t sure what people will think! The entire weekend we would watch curious gamers walk up to Daylight. After a brief tutorial we’d just sit back and watch – anxiously waiting to see what would happen. Over and over we saw people jump, scream, yell, and one person even ripped off their headphones, took a couple steps back, and looked right at us as if they saw a ghost. Right then and there we knew we had something special. Now we are excited to share that with our fans on PS4!

For those that might not have heard of Daylight, it’s a procedurally generated psychological horror game. This means each time you start the game the entire world will be different; from the layout of the level, the location of items you find, and, most importantly, the encounters you stumble into. You will never have the exact same experience twice. As fans of the horror genre know, once you see a scare you never get that same feeling again. That is what we set out to solve with Daylight: give fans a way to be scared each and every time they play it.


For those fans who enjoy all the technical things you will be happy to hear that Daylight has been built using Unreal Engine 4. We have been working with Epic and Unreal Engine for years and when we got our hands on Unreal Engine 4 we started prototyping out some ideas, which quickly evolved into what is now Daylight. Being a small studio, Unreal Engine 4 has allowed us to make a game with next generation gameplay and graphics, taking advantage of all the power of PS4.

Bringing Daylight to the PS4 was something we always had in mind, and after PAX East the attention Daylight received from fans, press, and even publishers greatly exceeded our expectations! It seemed we had touched a nerve. We started talking with Atlus and we are now happy to announce that they will be publishing Daylight and will help us bring it the PS4 globally in early 2014.

So check out our E3 trailer above and screenshots and be sure to go to our website , follow us on Twitter @PlayDaylight, and Facebook  for all the latest news.

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20 Comments 5 Author replies
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Tagged_Deaf 7 June, 2013 @ 5:25 pm   1

Sound interesting!

dark_angel69 7 June, 2013 @ 5:26 pm   2

Wow nice trailer!!!! At first I was thinking is this another Dying Light post in one day but then released it’s DayLight. lol

But anyway sounds great. Whats the horror in this like compared to all the horror games already out? So this will be the most scariest game made?

Will be keeping my eye on this :D

BTW, are there no surprises this year at E3? Seems everything is getting revealed a few days too early

    Collin Moore 9 June, 2013 @ 2:54 am    

    We are pretty excited to bring a new horror game to fans of the genre. We have staff that have worked on the F.E.A.R., Condemned, and Saw series, so we have a solid background in making horror games.

SergioDaly 7 June, 2013 @ 5:32 pm   3

very dark and mysterious. i don’t know if i have the guts to play this…
on a side note… before Dying Light, now Daylight, are you trying to blind us with all this light?

vonhammer 7 June, 2013 @ 5:42 pm   4

Great news, look forward to trying out.

dark_angel69 7 June, 2013 @ 5:45 pm   5

I’m thinking there is a clue in there how to stay alive. Has to be something to do with the word “light”

dogwalker4000 7 June, 2013 @ 5:51 pm   6

Hopefully there’s no Zombies…

hayzink 7 June, 2013 @ 6:06 pm   7

Cool sounds like it will have good replay factor.

If no 2 playthroughs are the same i can see people who use trophy guides getting a bit down lol

hayzink 7 June, 2013 @ 6:10 pm   8

Should of included this in last post.

Something about the look gives me a silent hill vibe which I hope is a compliment as that game did pull of the whole scary look very well.

What games/movies inspired/ influenced your game design?

    Collin Moore 9 June, 2013 @ 2:59 am    

    We had tons of influences including Paranormal Activity, Psycho, The Orphanage, The Devil’s Backbone, and tons of more.

vonhammer 7 June, 2013 @ 6:27 pm   9


Not sure about movies. But I think the core team, or elements of it were behind condemned, and possibly even the FEAR games.

Jamesyp00 7 June, 2013 @ 6:31 pm   10

Written and narrated by jessica chobot? PASS.

    Collin Moore 9 June, 2013 @ 3:01 am    

    Jessica has worked very closely with our team to help define the world of Daylight. She is doing an amazing job! She is also doing VO for the character, which she even did some recording in her living room with a sound booth made out of her couch pillows.

Izorpo 7 June, 2013 @ 6:35 pm   11

it’s interesting how throughout the life (so far of the PS3) genuine survival horror has been sorely lacking. It’s only now with the impending release of the PS4 that dev’s have finally realised that yes people actually liked to be scared, want a game to frighten them!

Better late than never and hopefully this means someone somewhere will pick up the THQ cancelled project Insane (Guillermo del Toro) because quite simply more games based upon the mythos created by H.P. Lovecraft need to made (hint hint)

hayzink 7 June, 2013 @ 6:57 pm   12


Cool i liked the first condemned i remember it was the first game i loaded up at 1am when I got home with the 360 at launch and was blown away(at the time) by how scary and jumpy the game could be so i hope they can capture that again

edwardccm 7 June, 2013 @ 9:33 pm   13

Sounds promising, but here’s two feedback based on the gameplay video I see on YouTube.

1. Camera bumping left and right when you walk, not a good idea. If that only happens when you run, that’s fine. When you spend a few hours watching the camera shake like that, I bet I am not the only one who will get a headache. And the video I saw was only 18 minutes long.

2. The phone compass is useless. Now I have never used a compass in my life and I may be wrong, but I believe a compass is supposed to be used in conjunction with a map. Unless you know where you are going, knowing where is North is not going to help, especially when you are in a game where the rooms changes every time you start it, which might probably be the reason why you don’t have a map in the game. The footsteps is a good idea, so here’s my two cents. If you are ambitious enough to create a game that changes every time you play, go the extra length and ditch the compass altogether. If it is a realistic experience that you’re going for, let the player rely on their own memory and sense of directions to find their own way.

vonhammer 7 June, 2013 @ 11:20 pm   14

I only played the condemned demos, I can never remember why I never bought them. But I seem to remember enjoying them.

vonhammer 7 June, 2013 @ 11:27 pm   15


Regarding point 2, and it’s only a guess. Because the game is procedural, in theory you should never get the same layout twice. Because of that you do need to give the player a sense of objective.

Also you can use that as a tension setter. The anticipation of you knowing your on the right path in a random environment, and that scares are more likely, will by it’s very nature cause the player to feel nervous.
It’s a defense mechanism we use, and it makes us sensitive to shocks.

I wouldn’t be surprised if all you got were phone calls or texts that gave you a direction, and off you go.

vonhammer 7 June, 2013 @ 11:35 pm   16

Writing that makes me wonder if the PS4 version will use the DS4 like a smartphone.

The speaker will be used to alert the player of calls and texts, and do a No More Heroes and patch the call through it.
And after seeing a video of track pad in use, it’ll work great as a 1:1 input of the phones touch screen.

And thinking back to the Feb presentation, they showed off a community page were players could see what you are playing, and it had a message board. It would be funny if those messages came up on the phone and you had to respond to them as you were playing.

PerkieD 8 June, 2013 @ 12:13 pm   17

The great thing about this game will be the constant tension, the nonstop adrenaline, just trying to prepare yourself from what’s going to be around the next corner..

The way this game will be evolving into different levels, CPU, and detail. Variating from where you are and what you have chosen to do.
All at the same time, talking to your friends wherever you are. By using the video chat feature people watching you be able to visually see your reactions which will be hilarious.

Get ready for the unveil of the PS4 and the selection of games it has to offer, because it’s no longer just a console, it’s what you make it. It’s a PS4.

Pure_Mind_Games 8 June, 2013 @ 1:00 pm   18

I just hope there’s no Platforming.

Also what’s the deal with main characters in FPS’s being midgets/dwafs/little people/whatever? objects that should clearly be at eye level are above head height, objects should be at most waist height are eye level, seriously what is up with that?

cghvftccsdr 8 June, 2013 @ 6:41 pm   19

Ciekawie się zapowiada…

solarwind12 9 June, 2013 @ 8:03 am   20

FE3R or their predecessors were all favourites of mine, so a massive plus if the guys involved with them are involved in this, but, what about the Fear series itself ?. i guess it may be difficult continuing on from the last scene, though the i dreamt/imagined it scenerio will allways work, in fact that may be best way to continue it.
Looking forwards to seeing this (obviously) and maybe, as mentioned above, other games that recapture the sadly forgotten ‘made you jump’ scenerio’s.
re (obviously), as i will finally have the next-gen console. PS4 being miles ahead atm, but i have seen similar looking races end with unexpected outcomes. So still waiting for E3′s news before placing pre-order/s.