Yeah, don’t actually expect to see too much daylight

As a species with above average intelligence, it’s to be expected that we wonder from time to time why we’re all here. Some say there’s no reason; others cite the beliefs of their religion. And what do I say? I say we should all just be grateful that that’s the question we’re asking, and not, “why am I trapped in this haunted asylum?” Unfortunately, the protagonist of the recently announced Daylight doesn’t have that luxury.

Daylight

And if you think that’s already pretty awful, it also turns out she has no idea how she ended up there. Resolving that mystery, along with figuring out how to escape, will be the main objective of the game. That may sound like a familiar premise to all you horror fans, but the creators of Daylight are approaching it in a pretty unique way.

Unlike most survival horror games, Daylight is meant to be played several times. Each playthrough will last around a half hour, and it’s a largely different experience each go-around. You constantly discover new pieces of the story -sometimes your phone will become possessed and feed you information, other times you’ll spot new documents or case files. Every time you enter the asylum you’ll peel another layer off the eerie onion that is Daylight, and the game’s writer, Jessica Chobot, penned an abundance of story content in preparation.

Daylight

And in the spirit of the protagonist’s confusion/general helplessness, there won’t be any combat in the game. If a Phantom—the game’s main enemy type—spots you, your only hope for survival is to book it. And speaking of survival, horror staples like emergency kits, flares, and (less a staple) glowsticks will be scattered throughout the game’s map. The flares, along with providing an extra boom of light, will scare away the Phantoms. I’d tell you what the medical kits do, but it would be a huge spoiler.

Daylight will be released on Steam sometime this year. Additional chapters are expected to follow, with each one delivering additional story bits to the experience.