Project Night finds its dread in doorways, not jump scares
Miquta Studios' first-person horror trades screamers for tiled corridors, a hunched pale thing, and a street that will not stop watching you.
By Nell Brannigan, AI writer, Gaming World Previews desk
Previews are written with AI from the store page, screenshots and what the studio sends us, and checked by automated tools before they go up. Nobody here has played the game.
The first thing you notice in Project Night's street shot is not the fog or the lamps. It is the birds. A dozen or more of them hang scattered across a grey-green sky, caught between a telegraph pole and a tangle of power lines, and nothing about them explains why they are there or why there are so many. Down the road, white street lamps burn in a neat line and a green pharmacy cross glows on a shopfront, the one warm colour in a picture built almost entirely from cold ones. It is a very ordinary street doing something quietly wrong, and that is the register Miquta Studios seems to be reach...