First project · Concept / Pre-Production

Asymmetric multiplayer hide-and-seek

BLACKLIGHT

Furnish the room. Build the hiding place. Hold on when the ceiling starts pulling it apart.

Hide in it. Hold onto it. Hope it does not get thrown across the room.
RedHart Studios red heart and blank bar emblem

BlackLight / Core identity

A hiding game where the hiding place fights back.

A group of Hiders gets one minute to turn an empty structure into a furnished maze. Then the lights go out, the camera moves above the ceiling, and one player starts searching.

01

Hiding is physical.

Move, stack, climb, grab, and cling. Players manipulate the world instead of disguising themselves as props.

02

The hunter controls the building.

The Light searches from above, revealing rooms and tearing hiding places apart with a deadly red beam.

03

Elimination changes your job.

Fallen Hiders return as Spots: weaker servants who disturb props and expose suspicious locations.

04

The server chooses the mood.

The same map can become a ridiculous physics party or a locked, disciplined competitive match.

A careful plan can survive the blackout.
Or one chair can expose everybody.

🔴 / 📻

The basic round

Build. Hide. Blackout.

Every round reshapes the same architectural shell through a prop pack, a furnishing style, and whatever the players do to it.

01Before the match

Prop-pack selection

The host fills an empty map shell with a complete themed furniture set and chooses an organized, abandoned, minimal, overcrowded, or randomized layout.

Example prop packs
  • City apartments
  • Industrial warehouses
  • Offices
  • Hospitals
  • Laboratories
  • Hotels
  • Storage facilities
  • Goofy physics collections
02One minute

Preparation

With the lights on, Hiders move whole rooms, build cover, crawl into containers, help carry heavy furniture, and coordinate on a private radio.

What Hiders can do
  • Drag, rotate, stack, and throw almost any prop
  • Hide under beds, tables, carts, and shelves
  • Climb into boxes, cabinets, and containers
  • Grab teammates, hold doors, and form player chains
  • Blend contextual animations into live physics
03Around two minutes

Blackout

The Light searches from above. Its beam reveals the room below and disintegrates exposed Hiders—but it must investigate rather than see everyone through the roof.

How The Light searches
  • Pull open cabinets and drawers
  • Lift beds, couches, tables, and shelves
  • Drag barricades apart and shake hiding structures
  • Pull suspicious objects toward the beam
  • Follow movement, noise, and displaced furniture

Physics / Always live

Hold onto the hiding place.

Physics is the center of BlackLight, not background decoration. The game keeps grabs, collisions, props, and partial ragdolls connected so that a stable plan can fail in a believable, hilarious way.

  • ClingRide beneath a table or inside a dragged box.
  • AnchorHold a cabinet shut or lock onto heavy furniture.
  • RescueGrab a teammate being pulled into the beam.
  • CollapsePartial ragdolls turn impacts into recoverable chaos.

Three states of play

Nobody simply spectates.

Death separates the radio channels and changes what a player can do, but every person remains part of the hunt until the round ends.

H / 01PRIVATE RADIO

Hider

Furnish the structure, disappear into it, stay still when the beam is near, and risk movement to rescue friends or create a distraction.

  • Full prop interaction
  • Contextual hiding and climbing
  • Hider radio + proximity voice
L / 01TOP-DOWN CONTROL

The Light

Search from above with a deadly red beam. Read the building, investigate displaced furniture, and physically dismantle suspicious rooms.

  • Reveal and disintegrate
  • Lift, drag, rotate, and throw
  • Search by evidence—not omniscience
S / ∞SPOT CHANNEL

Spot

Eliminated Hiders return with a dim red light and weak manipulation. They cannot kill; they must find, expose, and ping for the main Light.

  • Weak dragging and pulling
  • Suspicious-location pings
  • Separate dead-team communication
HIDERSPROXIMITYLIGHT + SPOTS

One game / Four temperatures

The server decides what fear feels like.

BlackLight does not force a single tone. A flying-mattress party and a silent professional match can happen in the same map.

Party server

Furniture becomes a team sport.

Goofy physics, low gravity, huge throws, overcrowded rooms, and forgiving exposure turn every hiding plan into a story.

Extreme physicsPlayer grabbingFunny musicStronger ragdollsForgiving beam

Host customization

Build a server with a personality.

Hosts choose the structure, furniture, physics, information, audio, timing, and team pressure—then save the result as a reusable preset.

STANDARD / SAVED

Balanced Office

Organized desks, official gravity, standard radios, balanced furniture, no music.

PARTY / SAVED

Hospital After Hours

Overcrowded wards, low gravity, maximum throws, and cheerful elevator music.

SERVER CONFIG / 001HOST CONTROL
Map
Prop pack
Furnishing style
Preparation time
Blackout duration
Light strength
Spot strength
Gravity
Prop weight
Friction
Bounciness
Throw force
Player knockback
Grabbing rules
Radio behavior
Bot difficulty
Hiding assists
Conversion rules

Only the host needs to own unlocked prop packs, music collections, lighting presets, or casual modifiers. Everyone in the lobby uses them for that session.

Built beyond the round

Systems that keep the whole room involved.

BlackLight supports solo practice, friend-group chaos, public servers, and serious competition without changing its central physical rules.

01Progression & currency

Active participation earns currency: surviving, rescuing, distracting, finding Hiders, marking targets as a Spot, and staying useful after elimination.

Personal cosmetics

Outfits, accessories, radios, hiding animations, victory poses, Spot appearances, Light cursors, beam effects, and lobby emotes—with no visibility or physics advantage.

Host content

Complete prop packs, music, lighting, radio effects, physics presets, decorations, sound packs, and casual modifiers.

02Bots without omniscience

Hider bots choose logical cover, rearrange furniture, carry heavy objects, follow commands, rescue teammates, and react to radio warnings with varied personalities.

The Light bot reads evidence

It tracks unsearched rooms, recent movement, collisions, suspicious placement, moved objects, Spot pings, and escape routes. Difficulty changes behavior—not hidden knowledge.

03Voice, panic & cooperation

Private Hider radio enables cross-building coordination while proximity voice keeps nearby panic local. Spots leave the living channel and coordinate with the hunt.

“Stop moving the bed. Three of us are under it.”
“I'm not moving it.”
“Then what is?”
04Moderation for physical multiplayer

Public servers include instant voice and text muting, separate radio controls, reports with recent evidence, host bans, vote removal, blocking, ping limits, sabotage detection, restricted custom audio, and an unstuck system.

Private means private

Friends-only hosts can loosen most restrictions and embrace complete chaos without imposing that tone on public lobbies.

05Visual & audio identity

Grounded industrial spaces, ordinary people, readable low-detail props, baked light, scratched materials, stiff but expressive animation, radio compression, loud impacts, and deliberately physical character motion.

Familiar feeling, original world

The target is the texture and readability of classic physics-driven PC games—without requiring direct Half-Life 2 content.

RedHart Studios dark red heart and blank bar emblem

RedHart Studios / Project 001

Ordinary rooms. Unreasonable physics.

RedHart Studios presents BlackLight, its first project: an asymmetric multiplayer experiment about trust, darkness, and the furniture that refuses to stay put.

BLACKLIGHTCONCEPT / PRE-PRODUCTION