You are playing as a man who has accepted a contract to find someone missing. This custom story is quite short, but it will at least kill time. This is part 1 of a 3 part series which i've been working on. This custom story contains custom music and some custom sounds. Also one entity that i did not create, but someone else did and i simply used it, all thanks goes to him regarding the entity, not me. Hope you'll like it! This custom story is only part 1 of a 3 part series. Because of this, it may be a little short, but i only want people to enjoy this (and the other chapters). This chapter contains some custom music and sounds and one entity that i did not create (credits to Litronom for the entity). The reason i made this custom story and the other chapters is because i simply want people to play and have fun. The artwork for this custom story is made by "The art of Luxifer", all credits for the artwork goes to him, not me. Locate him on facebook! :D

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1 comment by Cardanai on Aug 15th, 2013

Yesterday we kind of hit a wall while designing a section of catacombs that the player has to get through. I got frustrated because it felt, in my mind, boring and empty of things for the player to do or interact with.
When we get into discussions about things like this Amnesia: The Dark Decent always turns up as example. In Amnesia the physical monsters do not show their ugly faces until about 40-60 minutes into the game. We all agree that this is a great design choice: it makes that monster a lot more frightening because you have been waiting for it, expecting it at every turn.
Implementing that lesson is not as easy though, it goes against almost everything else you are though as a designer: walking is not a mechanic, players want to interact with the game as much as possible, give the player tools and let them use them in diverse ways etc.
As we move forward testing will of course serve as a measurement tool for situations like this: The players will likely tell us a lot more about how much interaction is enough than in-team discussions ever could. As soon as I left "the office" (we work at the university, so it's not really our office) new ideas sprung forth and today we made a few subtle changes to the area. Instead of adding a combat element we decided to focus on exploration and forcing the player to really study their environment in order to progress.
It's not a huge overhaul, but it might make all the difference. In the end I believe that it is the small things: the sounds, the shadows and the whispers from the corners that enables the player to create their own horror, and seeing monsters even when there are none.

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Silent Hallways - Skybox fix

Silent Hallways - Skybox fix

Sep 11, 2012 Patch 1 comment

I noticed there was an issue with the skybox, and this should hopefully fix it. Simply extract this folder and put it in the main directory of Silent...

Silent Hallways - Chapter 1 (Patch 1.0)

Silent Hallways - Chapter 1 (Patch 1.0)

Sep 11, 2012 Full Version 5 comments

This is the full and re-edited version of the first chapter. This chapter may be a little short, but hopefully that shouldn't stop you. All you have to...

Post comment Comments  (0 - 10 of 40)
Kalath_Swe Feb 18 2014, 1:24pm says:

Youtube video been up for a while :)

+1 vote     reply to comment
DiamondLazzer6 Dec 5 2013, 4:58am says:

nice troll story xD

+1 vote     reply to comment
Guest Nov 2 2013, 3:04pm says:

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peopleater95 Sep 7 2013, 6:16pm says:

Me, being a personal brony, almost died from running away from flutter shy... I loved this mod. I'm posting it on YouTube! check it out at for some hopefully good laughs and scares!

+1 vote     reply to comment
FillyFluttershy Aug 28 2013, 6:20am says:

This story + my profile pic = yesyesyesyesyesyes (dances around Twilight style)

But seriously, for your first, I think it was quite well done. Mapping could have been better, and a lantern would have been nice. (it got quite dark in some places, making it hard to get around) The monsters were well placed in my opinion. The jumpscares with the statues was a little cheap though. :c They can be good if used correctly, but these had almost no buildup that makes them make sense.

Other than those two nitpicks, It's a good mod. Hope to see more in the future.

+1 vote     reply to comment
drakecola123 Aug 16 2013, 11:10pm says:

WHAT WAS THAT THING IT LOOKED LIKE A SOME SLAVE MLP man i only saw one monster and that scared the living **** outta me

+1 vote     reply to comment
FillyFluttershy Aug 28 2013, 6:21am replied:

Cross between the suiters from Justine, and Fluttershy. ;3 One of the scariest things to be put into an Amnesia mod, in my personal opinion.

+2 votes     reply to comment
SuperPinecone Aug 16 2013, 12:47am says:

I have to say the story is a nice change of pace than the regular You wake up in a scary place and dont know how, **** it lets explore!

0 votes     reply to comment
SuperPieGs Aug 7 2013, 9:40pm says:

Its awesome :D here is my lets play part1 ^-^

+1 vote     reply to comment
SlurpaCherry May 12 2013, 9:57am says:

good story and really scary mabe make it a little longer?

+2 votes     reply to comment
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Amnesia: The Dark Descent Icon
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Released Sep 2012
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Highest Rated (3 agree) 10/10

i'm a bunny =D

Sep 11 2012, 12:48pm by Gaviao

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