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Roblox Horror Game Show "The Run"

Roblox Horror Game Show "The Run"

Pending
💰 USD 30–250 👤 Unknown 🕒 22d ago status: new
Game Design Animation Sound Design Game Development Roblox Game Testing Visual Effects User Experience Research Level Design
I’m looking to build a Roblox multiplayer game called The Run. This is a horror game show survival experience, not just a normal chase game. The goal is to create something that feels cinematic, intense, and polished, while still being simple to play and replayable. The core experience is that players are dropped into a dark, controlled city and forced to survive while being hunted. Some players are assigned as Runners, and a smaller number are assigned as Hunters. Runners must complete objectives and survive, while Hunters must eliminate them before time runs out. The entire game should feel like a live broadcast event where players are constantly being watched. Core Gameplay Each match starts in a lobby that already feels like part of the show. There should be a visible countdown and subtle UI messaging letting players know a round is about to begin. When the timer ends, roles are assigned automatically and players are transitioned into the map. At the start of the round, Runners spawn first and are given a short head start. Hunters are delayed slightly before being released. The round then plays out over a fixed time limit, where Runners move through the environment completing objectives while Hunters track and eliminate them. The game ends when either all Runners are eliminated or the Runners survive long enough or complete enough objectives. After the round, players are returned to the lobby, rewards are given, and the cycle repeats. Roles & Mechanics Runners should have simple but responsive movement. They can run, hide, and interact with objectives. Objectives require holding an interaction key for a few seconds, creating vulnerability and tension. Completing objectives progresses the team toward winning and should trigger both visual and audio feedback. Hunters should feel powerful but not unfair. Eliminating a Runner is done through direct contact. Hunters have abilities that define their playstyle. These abilities should be clear, responsive, and balanced. Examples include tracking nearby players, temporary speed boosts, or placing traps that slow Runners. Hunter count should scale with player count to keep matches balanced. Smaller games should feel more like horror, while larger games feel more chaotic. Objective System Objectives are physical points in the world that Runners must locate and complete. These should be clearly visible but also risky to interact with. When a player is completing an objective, a progress bar should appear, and they should be vulnerable during the process. When an objective is completed, it should: Change visually in the world Update the UI for all players Trigger an announcer message Alert Hunters in some way Game Show System This is a major part of the game’s identity. The game should feel like a broadcasted event. There should be an announcer system that displays messages on screen and plays audio. These messages should react to gameplay events, such as: Round start Hunters being released Objectives completed Players eliminated Final minute warning End of round These announcements should also feel like they exist in the world, with speakers placed around the map. UI / UX The UI should be clean, minimal, and cinematic. During gameplay: Top center: round timer Left side: objective progress Right side: abilities (for Hunters) or stamina/info (for Runners) Center: temporary role text and announcer messages The UI should never feel cluttered, but it should always give the player the information they need. Horror & Atmosphere The game should rely more on tension than jump scares. This includes: Dark lighting and fog Limited visibility Sound design (footsteps, ambient noise, heartbeat when danger is near) Flickering lights and environmental instability The player should feel uneasy even when nothing is happening. NPC Witness System There should be NPCs or environmental observers placed around the map. These should: React to nearby movement Create sound or visual cues Potentially reveal player positions indirectly They should make the world feel alive and add another layer of tension without overwhelming gameplay. Environment The map should be a dense, realistic-feeling city that has been repurposed into a game show arena. It should include: Narrow streets and alleys Limited sightlines Distinct objective areas Environmental storytelling (cameras, screens, speakers) The map should feel controlled and intentional, not random or empty. Progression & Rewards Players should earn rewards after each round based on performance. This includes: Surviving as a Runner Completing objectives Eliminating players as a Hunter Winning the match Players should gain currency and experience, which can later be used for unlocking: Skins Cosmetic effects Hunter variations Titles Monetization (Optional but Planned) The game should be designed with monetization in mind, but not pay-to-win. This includes: Cosmetic items Gamepasses (double rewards, early access features) Limited-time content End Goal The final product should feel like a polished, cinematic Roblox experience, not a basic game. When players join, they should immediately feel like: they are inside a controlled, dangerous event where they are being watched and hunted. The gameplay should be simple, but the presentation, atmosphere, and systems should make it feel deep and engaging.
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