Dwelling
About the Game
ABOUT THIS GAME
Dwelling is a first-person psychological horror game set in an abandoned Indian school, where a police investigation turns into a descent into ritualistic terror, violent spirits, and inescapable death.
You play as a police officer who went to investigate reports of haunting activity inside the school premises and found out that your friend is already inside the school. What begins as a standard check quickly reveals a place that is alive, watchful, and hostile, inhabited by ghosts who do not seek to scare, but to kill.
SETTING & ERA
The game is set in a modern-day Indian school, long shut down after a series of unexplained deaths and disappearances.
Classrooms, corridors, staff rooms, playgrounds, and locked offices still carry the weight of routine, but something deeply wrong lingers within them.
The environment reflects everyday Indian school life twisted by supernatural influence:
Rusted iron gates and tiled corridors
Chalkboards, desks, and staff quarters
Flickering lights, broken fans, prayer corners, and ritual markings
WHAT THE PLAYER DOES
Throughout the game, the player must:
Explore the school to uncover what happened within its walls
Investigate paranormal disturbances and locked-off areas
Avoid or survive encounters with hostile school spirits
Progress through escalating threats that culminate in a final confrontation with the devil itself
Each ghost represents a corrupted authority figure from the school: teachers, caretakers, and staff. Now turned into relentless predators. Once a ghost becomes aware of you, there is no mercy.
CORE GAMEPLAY
Exploration & Investigation
First-person exploration focused on tension and atmosphere
Dark corridors, limited visibility, and environmental storytelling
The player must move carefully, listen closely, and read spaces
Survival
Ghosts patrol, stalk, and react to player movement and presence
Being seen or caught results in gruesome, violent deaths
Psychological Pressure
The game emphasises dread and also jump scares
The environment reacts to your presence
Encounters are designed to feel personal, slow, and inevitable
Escalation & Finale
Each section introduces deadlier spirits with distinct behaviours
Tension builds toward a final encounter against a devil entity
Survival becomes confrontation, not escape
TONE & CONTENT
Dwelling does not shy away from brutality.
If a ghost finds you, it will kill you, violently and without warning.
This is a serious horror experience focused on:
Psychological stress
Environmental fear
Gruesome consequences
Cultural familiarity turned hostile
KEY FEATURES
First-person psychological horror
Indian school setting
Hostile, murderous ghosts
Gruesome death sequences
Story-driven progression
Atmospheric sound and lighting
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