🎬 The dark medieval open-world action game where goblins rule an endless night


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🎯 Our promise

Make night a permanent gameplay constraint

GOBNIGHT takes place exclusively at night, in a world with no safe zones. The pressure does not come from psychological horror, but from concrete systems: enemy numerical superiority, limited visibility, no downtime, and the need for constant decision-making

Active readability under pressure

3D environments are visually rich and high-contrast, while remaining readable under stress.
This preserves a sense of apparent calm, constantly challenged by the surrounding threat.
Enemies can be identified at a distance through their glowing eyes, allowing players to track danger in darkness without ever making the situation feel comfortable.

Seamless open world

GOBNIGHT features a seamless open world of approximately 20 km², designed to sustain continuous threat density.
While traversal is possible, no location is ever guaranteed to be safe, turning every movement into a deliberate risk-based decision.

Session-based structure

GOBNIGHT is a solo experience built around autonomous sessions.
It does not rely on power progression between runs, but on the player’s growing understanding of the game’s systems.
Inter-run structure is clearly defined, with fine-tuning currently in QA validation.

🔁 Gameplay loop

GOBNIGHT is built around a clear, repeatable gameplay loop designed to sustain tension through cyclical structure.
Each iteration pushes the player further into the world under increasing constraints.

1. Locate a beacon

A light source draws the player’s attention in the darkness.
It marks a reachable objective while simultaneously signaling an area of heightened danger.

2. Navigate the dark

The player moves freely through villages, forests, ruins, within an environment without guided paths or protected spaces.

3. Manage enemy pressure

Goblins patrol and converge toward the player.
Their positions and movements are readable at a distance, forcing constant anticipation and spatial awareness.

4. Destroy the beacon

Eliminating the beacon temporarily calms the surrounding area without ever creating lasting safety.
It grants a brief moment of relief before the loop resumes.

5. Choose the next beacon

All beacons are visible from the start of the game.
The player evaluates what is seen, what is inferred, and decides on the next objective accordingly.

A systemic loop that maintains tension through game structure rather than scripted events.

🎮 Who is it for?

GOBNIGHT is a dark action game built around deliberate choices in tone, pacing, and mechanics, targeting a focused audience rather than a broad mainstream appeal.

Players who enjoy unguided open worlds

Those who want to explore without intrusive tutorials or artificially structured quests.

Fans of dark, high-pressure action

A grim setting, oppressive atmosphere, and brutal medieval combat driven by constant tension.

Time-constrained but demanding players

Gamers who lack time for long play sessions, yet seek a short, intense experience that is immediately immersive.

Content creators (secondary audience)

Strong readability, sustained pressure, and emergent gameplay situations naturally generate standout moments, without relying on streamer-specific systems.

🚀 Development stage

GOBNIGHT is content-complete and entering final QA

After more than two years of continuous development, beginning in October 2023, the project has reached a fully playable, stable, and cohesive state.
The team deliberately focused on full product completion before any public exposure.

1

October 2023

Initial production phase.

2

Silent development

Two years of work without public communication or early marketing.

3

Today

End-to-end playable build, now entering final QA and presented exclusively to potential partners.
Expected to reach Gold Master by early Q2 2026, subject to final QA validation.

Product state

A fully playable, content-complete title currently undergoing final quality assurance ahead of release.

Noise avoidance

No public communication or premature marketing during development.

Production risk mitigated

Controlled scope, no remaining major dependencies, and no outstanding core development milestones.

🕹️ Play the game now on PC

We provide a playable demo representative of GOBNIGHT’s final experience. Jump straight into the world and assess the game hands-on.

Direct access

Download the demo via a secure link sent by email.

Password-protected build

Secured archive unlocked with an access code provided by email.

Alternative options

Epic Playtest keys available upon request.


What we are looking for

We are seeking a publishing partner able to provide the following:

International marketing

Design and execute a launch strategy at a global scale.

QA and distribution

Manage release across target platforms, supported by dedicated QA pipelines ensuring stability, performance, and technical compliance before and after launch.

Console porting (optional)

Assess and deliver a console version only if aligned with the release strategy, without impacting the stability or scope of the PC build.


🧑‍💻 Who are we?

We are a passionate independent team


Alexandre Murail - CEO & Investissor

Robin Vanina - Developer

Mikhael Choura - Developer



Félix Chevalet - Developer

Kirk Logan - Developer

Florian Faustin - Level Designer



Jiyan Parlouer - Level Designer

Mohamed Malek - Technical Designer

Tanguy Jabely - Game Designer




📞 Let’s stay in touch

We are available to answer any questions, arrange a detailed presentation, or discuss partnership opportunities.

Name

MURAIL ALEXANDRE

Company role

CEO

Email

founder@dynastudio.net

We look forward to sharing GOBNIGHT with you and exploring potential collaboration opportunities together.



This presentation is strictly confidential and intended solely for its authorized recipients.
Any reproduction, distribution, or disclosure, in whole or in part, is prohibited without the prior written consent of DYNA STUDIO.
DYNA STUDIO — All rights reserved.

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