My name is Radu Ungureanu and I am the developer of Blinding Dark. I did the programming and 2D graphics while I had different people working on the 3D graphics, animations, sounds and voice over.

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I always dreamed to play more games like Clive Barker’s: Undying, but I found out that the horror genre had a sudden change in direction which moved away from these niche games. As soon as Amnesia franchise started to pick up I saw an opportunity for a new mix. The general conception is that as soon as you have weapons to fight with, the horror part of the game fades away. I think this is incorrect and Blinding Dark is my attempt to prove otherwise. Scarce ammunition, powerful enemies and limited options to recover health, creates a lot of tension and fear of death. Pair this up with the fact that there is a serious repercussion when dying and you have  the danger/tension element back in the game.


Ardens Ira on Make A Gif


  • audacious combination between horror elements and old-styled first person shooter feeling
  • interesting storyline that spans across six Acts and has deep roots within the general lore of the Blinding Dark world
  • collect unique weapons and items, each with it’s specific use
  • survive against hell spawns, demons, monsters and spirits, each with it’s unique strengths and weaknesses to discover and manipulate
  • challenge yourself with difficult platforming and puzzle elements
  • deep and rewarding exploration of hand-crafted environments, discover its secrets
  • high quality graphics and state of the art particle effects supported by DirectX 11
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Enemy: Spirit Form Demented Hulk A coridor
Blog RSS Feed Report abuse Latest News: Blinding Dark - Dev Blog #17

4 comments by primus88 on Apr 9th, 2014

First, we would like to introduce you to the main character in Blinding Dark:

When you begin playing the game, you don’t know anything about the character. All you discover is that he has a strange mask stuck on his face. How he got here? What’s with the mask? Who he was before all this? Questions you will discover by playing the full game.

The aim will be to have the ability to see the players body when in first person, similar to games like Oultast. This is a difficult element to introduce in a game due to various problems created by the camera - model interaction. We will try our best to have it working for the final release.

Changelog for this week:
- re-made the torch physics system. Now it is attached as a weapon due to multiple issues it was creating throughout the level.
- remade the mesh collider and tweaked the character physics in order for the character not to get stuck on circular stairs anymore
- tweaked some of the sounds, mostly sounds coming from footsteps, environment and weapons
- re-organised the inventory. The wall breaker weapon was replaced with the Torch Carrier. The torch carrier also has a secondary ability where it summons a levitating burning skull that casts light for some time. This consumes mana. Also, made the ax to be the first weapon of the inventory, while the revolver is the second (like in most FPS games)
- replaced the hand icon with a more human looking one
- corrected and improved the system designed to craft and carry items around so it will be less prone to failure in case the player tries to break it.
- improved the movement of the platforms (trains and elevators)
- re-organised a bit the checkpoint system. This will be under continuous tweaking.
- re-worked a bit the collision layers for different gameworld props so that no bullet holes will be created on them.
- improved the precision of the revolver. Should be easier now to make stuff explode.
- improved save system even further and now includes also the triggers within a level
- re-worked the GUI information system. Now the text is more consistent with the overall game art and is more clear to read.
- re-named the info regarding mana augmentator to clear up some possible confusion
Feedback regarding this builds performance is essential. Please let us know by using the usual channels:
Steam Concepts

You can download the demo from the Downloads section or from the following links:

Thanks a lot for joining in this week and don't forget to track the game if you like it:

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Feb 12, 2014 Demo 0 comments

If any performance issues, please let us know. Thank you.



Feb 12, 2014 Demo 0 comments

No reported problems with OSX users. Looking forward for more feedback. Thank you!



Feb 12, 2014 Demo 0 comments

Dx11 is needed for the effects. Alt+tab can crash the game in fullscreen mode because of a Unity engine bug.



Feb 12, 2014 Demo 0 comments

Dx11 is needed for the effects. Alt+tab can crash the game in fullscreen mode because of a Unity engine bug.

Post comment Comments  (0 - 10 of 24)
sodnam Mar 23 2014, 7:13pm says:

A game that has CB's Undying as a reference, so awesome.

+1 vote     reply to comment
Borzi Mar 21 2014, 5:54pm says:

That lazer cannon looks amazing! Really fits the game :)

+2 votes     reply to comment
DeAngeloBear Mar 8 2014, 2:14am says:

I can't for the life of me figure out why this game isn't more popular. I loved it. Interestingly, while this uploaded I watched someone else's playthrough and there was a gun at some point that I didn't get. So I finished the demo without picking up a gun, which actually gave me a unique experience. Running from that enemy with no means to defend myself was scary. I love the aesthetic of the game, and I hope there's more areas where you have no weapons because the graphics really lend themselves to creepy atmosphere that, unfortunately, goes away once you can defend yourself. Anyway, you can watch my playthrough here:

+2 votes     reply to comment
primus88 Mar 8 2014, 3:51am replied: Online

Hello Cat Bear,

The truth is that at this point, controlled marketing for the game is best since the game is not yet ready to go viral. There are still things to add, balance or fix thus it is easy at this point to ruin a player's experience. Imagine what would happen if many people would try it now, but the game would have a hidden game breaking bug.

Regarding what you said about the weapon, you will see how actually safe you can feel once you have the pistol :) . Remember that in the playground you receive all he weapons / ammunition and you can control when and where you fight the monsters. The situation will be completly different in the game ;)

+2 votes     reply to comment
Szamer Feb 21 2014, 5:02am says:

This game is amazing, I can't wait for the full version. The play through was great there was just a few glitches but it was still good and I loved the play ground and how you could pick out which monsters to fight. Keep the good work up, here is my let's play:

+2 votes     reply to comment
zuginova1392816065 Feb 19 2014, 8:22am says:

Watch Me Play This Game!! :D

> > >

+3 votes     reply to comment
primus88 Feb 19 2014, 4:16pm replied: Online

:)) Nice run. I appreciated the fact that you didn't gave up when the game gave you a hard time.

You should know that each weapon and enemy has certain properties. So you can't harm a certain enemy with certain weapons. You will have to experiment though ;)

How long it took you to complete the level?

+2 votes     reply to comment
CynicalCayman Feb 13 2014, 7:56am replied:

Yeah lol but you'd understand if you heard my computer roar like a mountain bear(?)

I also have discovered a few other bugs.
The door in the hall near the flying stones the one who gets locked just spins around it's axis (looked funny though)

And when you fall off a flying rock and die you lose your magical orb.

You've had me ******** my pants at the obsidian monster part though.

+2 votes     reply to comment
primus88 Feb 13 2014, 8:06am replied: Online

:)), you don't lose it. The crystal ball is just inactive. Press 7 to activate it again. I've got this from different people, I will do something so that the last active weapon is active again when you respawn.

+2 votes     reply to comment
CynicalCayman Feb 13 2014, 10:01am replied:

Ohhhh! Alright, thanks! I'll make a video tomorrow :D

+2 votes     reply to comment
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Blinding Dark
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