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A high-angle render of a monumental corridor in Unreal Engine 5, now fully lit. Massive, grey pillars and vaulted archways are bathed in deep, atmospheric blue light, creating long, dramatic shadows on the floor. The scene looks cold, mysterious, and grand. The blue glow highlights the architectural scale of the hall, characteristic of a dark horror setting.

A high-angle render of a monumental corridor in Unreal Engine 5, now fully lit. Massive, grey pillars and vaulted archways are bathed in deep, atmospheric blue light, creating long, dramatic shadows on the floor. The scene looks cold, mysterious, and grand. The blue glow highlights the architectural scale of the hall, characteristic of a dark horror setting.

The lights are on!
Finished the atmospheric blue lighting for this corridor. The mood in Paper History is getting darker and colder.
I'm starting a new location on Monday, see you there😁
#gamedev #indiedev #PaperHistory #UE5 #indiegame #indiehorrorgame #horrorgame #solodev #indiesolodev

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A high-angle render of a massive, unlit corridor blockout in Unreal Engine 5. The scene shows rows of colossal, grey, untextured pillars and archways stretching into the distance. The geometry is clean and monumental, with the technical grid visible on the floor. It represents the finished architectural stage before adding atmospheric lighting and paper textures.

A high-angle render of a massive, unlit corridor blockout in Unreal Engine 5. The scene shows rows of colossal, grey, untextured pillars and archways stretching into the distance. The geometry is clean and monumental, with the technical grid visible on the floor. It represents the finished architectural stage before adding atmospheric lighting and paper textures.

Geometry is set. Now, the shadows take over.
Working on the lighting for this new section of Paper History.
Can't wait to show you how these paper walls look in the dark. ✂️🔦
#indiegames #gamedev #indiedev #horror #UE5 #PaperHistory #SoloDev

9 5 0 0
​A raw, unlit, technical wireframe render in grey tones of a massive, wide corridor. Long rows of repeating, monumental archways and pillars define the structure. The geometry is untextured and purely functional, with the wireframe mesh visible everywhere. There are no light sources, shadows, or colors. The perspective looks straight down the center. The background shows more repeating, unlit arch structures. The entire scene is cold and architectural.

​A raw, unlit, technical wireframe render in grey tones of a massive, wide corridor. Long rows of repeating, monumental archways and pillars define the structure. The geometry is untextured and purely functional, with the wireframe mesh visible everywhere. There are no light sources, shadows, or colors. The perspective looks straight down the center. The background shows more repeating, unlit arch structures. The entire scene is cold and architectural.

Testing the colossal scale in the unlit blockout of a new corridor for Paper History. Just raw wireframe geometry to feel the massive foundation. Ready to build something terrifying. 📐👻
#gamedev #indiedev #PaperHistory #UE5 #blockout #indiegame #indiehorrorgame #horrorgame #solodev #soloindiegame

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A dark, egg-shaped corridor in Unreal Engine 5. The walls have a gritty cardboard texture, and the floor is covered with old newspapers. A blindingly bright blue light shines from an arched doorway at the end, casting long shadows and creating a mysterious, haunting atmosphere.

A dark, egg-shaped corridor in Unreal Engine 5. The walls have a gritty cardboard texture, and the floor is covered with old newspapers. A blindingly bright blue light shines from an arched doorway at the end, casting long shadows and creating a mysterious, haunting atmosphere.

The curved halls of Paper History are silent. 🕯️
Only the blue light remains, pulsing from the unknown.
The egg corridor is complete.
Are you brave enough to open that door? 💀
#gamedev #indiedev #solodev #PaperHistory #horror #horrorgame #UE5

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​A screenshot from the Unreal Engine 5 editor showing a perspective view down a long, oval-shaped (egg-shaped) corridor. The geometry is fully modeled and features a detailed, gritty, paper-like or decaying stone texture. The lighting is flat and neutral, awaiting the final artistic lighting setup.

​A screenshot from the Unreal Engine 5 editor showing a perspective view down a long, oval-shaped (egg-shaped) corridor. The geometry is fully modeled and features a detailed, gritty, paper-like or decaying stone texture. The lighting is flat and neutral, awaiting the final artistic lighting setup.

These egg-shaped walls are ready. 🥚 The base models and rough paper textures for Paper History are in place.
Final lighting is the next milestone! ⏳🕯️
#PaperHistory #UE5 #Indiedev #Gamedev #Solodev #IndieGame #SoloIndieGame #Horror #HorrorGame

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#PaperHistory #BookHistory

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#paperhistory deluxe

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A grey-scale 3D blockout render in Unreal Engine 5. It shows a long, perspective view of a corridor with a unique, oval or egg-shaped cross-section. The geometry is simple and untextured, focusing on the curved walls and ceiling that disappear into the dark background.

A grey-scale 3D blockout render in Unreal Engine 5. It shows a long, perspective view of a corridor with a unique, oval or egg-shaped cross-section. The geometry is simple and untextured, focusing on the curved walls and ceiling that disappear into the dark background.

Starting a new section today! 🔨
Working on this oval-shaped corridor to give the depths of Paper History a more unsettling feel.
​Just the blockout for now.
More details coming this Wednesday! ⏳💀
#gamedev #indiedev #UE5 #PaperHistory #indiegame #IndieHorrorGame #Horror

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Video

Jumping into #screenshotsaturday with a platformer set in a world of cardboard and paper! 🔥
This is one of the many locations in my project, Paper History.
​Hope you like the vibe!
Follow for more. ✨
#PaperHistory #UE5 #Indiedev #gamedev #solodev #IndieGame #SoloIndieGame #Horror #HorrorGame

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Video

A first look at the twisting S-corridor from Paper History. In a world made of cardboard, the shadows are much sharper than they look.
#PaperHistory #IndieDev #HorrorGame #UE5 #SoloDev #SoloIndieGame #IndieHorrorGame

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Video

Location complete: The S-Corridor is ready for its first victims. 🛠️📦
​From a simple layout to a fully lit, trap-filled gauntlet. The cardboard dungeons are expanding... 🚪👀
#PaperHistory #Gamedev #UE5 #HorrorGame #IndieDev #IndieGame #IndieHorrorGame #SoloDev #SoloGame

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A dramatic close-up shot from Unreal Engine 5 showing the beginning of the S-shaped corridor. The scene is illuminated by moody, blue-white light emanating from newly added, atmospheric light sources. The side-crusher trap on the left wall is detailed with realistic cardboard textures. New, thick cardboard columns line the right side of the path, casting deep shadows across the pocked and layered paper walls.

A dramatic close-up shot from Unreal Engine 5 showing the beginning of the S-shaped corridor. The scene is illuminated by moody, blue-white light emanating from newly added, atmospheric light sources. The side-crusher trap on the left wall is detailed with realistic cardboard textures. New, thick cardboard columns line the right side of the path, casting deep shadows across the pocked and layered paper walls.

A perspective view of the middle section of the twisty cardboard corridor, now fully lit. A massive overhead crusher is suspended from the ceiling, waiting. Rows of cardboard pillars recede into the distance along the curved path. The lighting highlights the fine, rough grain of the paper material on the columns and walls, creating a highly detailed environment.

A perspective view of the middle section of the twisty cardboard corridor, now fully lit. A massive overhead crusher is suspended from the ceiling, waiting. Rows of cardboard pillars recede into the distance along the curved path. The lighting highlights the fine, rough grain of the paper material on the columns and walls, creating a highly detailed environment.

The final stretch of the cardboard maze level. Dark, chiseled cardboard columns frame a clear path toward a distorted doorway on the horizon, bathed in intense, bright blue light, hinting at the game's new blue menu aesthetic. Directly in front of the viewer, the trapdoor is integrated seamlessly into the detailed floor texture, appearing almost invisible until you are too close. The atmosphere is dense and full of shadows.

The final stretch of the cardboard maze level. Dark, chiseled cardboard columns frame a clear path toward a distorted doorway on the horizon, bathed in intense, bright blue light, hinting at the game's new blue menu aesthetic. Directly in front of the viewer, the trapdoor is integrated seamlessly into the detailed floor texture, appearing almost invisible until you are too close. The atmosphere is dense and full of shadows.

S-shaped corridor - Day 2/3:
The new lighting highlights every fold and tear in the cardboard walls. It's no longer just a path, it's a mood. Pillars are in place, the crushers are set.
​Next update in 48h for #Day3 of my sprint!
#PaperHistory #UE5 #IndieGame #Horror #SoloDev #SoloGame #HorrorGame

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A 3D render from Unreal Engine 5 showing the start of an S-shaped cardboard corridor. A large mechanical side-crusher, textured to look like heavy, layered paper, is positioned against the wall in an idle state. The environment has a dark, atmospheric lighting that highlights the realistic paper grain and folds on the walls.

A 3D render from Unreal Engine 5 showing the start of an S-shaped cardboard corridor. A large mechanical side-crusher, textured to look like heavy, layered paper, is positioned against the wall in an idle state. The environment has a dark, atmospheric lighting that highlights the realistic paper grain and folds on the walls.

A perspective shot of the middle section of the twisty cardboard hallway. A massive overhead crusher is suspended from the ceiling, currently still and waiting to be animated. The scene showcases intricate cardboard modeling with deep shadows, creating a sense of dread in the narrow passage.

A perspective shot of the middle section of the twisty cardboard hallway. A massive overhead crusher is suspended from the ceiling, currently still and waiting to be animated. The scene showcases intricate cardboard modeling with deep shadows, creating a sense of dread in the narrow passage.

The final section of the cardboard dungeon level leading toward a dark exit. In the foreground, a rectangular trapdoor is integrated into the floor, blending with the cardboard textures of the path. The lighting focuses on the distant doorway, making the dangerous floor section in front of the player look even more treacherous.

The final section of the cardboard dungeon level leading toward a dark exit. In the foreground, a rectangular trapdoor is integrated into the floor, blending with the cardboard textures of the path. The lighting focuses on the distant doorway, making the dangerous floor section in front of the player look even more treacherous.

S-shaped corridor - Day 1/3:
​Working on a new twisty path filled with traps! 🪗 The layout is almost ready and I can’t wait to show you how these crushers work. Next progress update in two days! 😉

#PaperHistory #Gamedev #UE5 #IndieDev #HorrorGame #IndieGame #SoloDev #IndieHorrorGame

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Video

Nightmare - Day 5/5: What started with just walls and floors is now a completed cardboard nightmare!
​Watch the cinematic journey!
​Thanks for following along this intense 5-day challenge!
#PaperHistory #Gamedev #UE5 #SoloDev #IndieDev #Cardboard #HorrorGame #IndieHorrorGame #SoloGame

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A perspective view of a dark cardboard hallway in Unreal Engine 5. Red torches on the walls cast a flickering warm glow. In the middle of the floor, wooden-textured trapdoors are visible, blending into the environment. The atmosphere is tense and claustrophobic.

A perspective view of a dark cardboard hallway in Unreal Engine 5. Red torches on the walls cast a flickering warm glow. In the middle of the floor, wooden-textured trapdoors are visible, blending into the environment. The atmosphere is tense and claustrophobic.

A wide shot of an open area in a cardboard dungeon. Glowing blue lava flows below, illuminating the scene with a cold, supernatural light. Floating platforms are arranged in a path over the lava, creating a challenging platforming section. The blue lighting creates sharp shadows on the paper-textured walls.

A wide shot of an open area in a cardboard dungeon. Glowing blue lava flows below, illuminating the scene with a cold, supernatural light. Floating platforms are arranged in a path over the lava, creating a challenging platforming section. The blue lighting creates sharp shadows on the paper-textured walls.

Nightmare - Day 4/5:
Red or Blue? 🔴🔵 Danger lurks in every shadow. From the flickering warmth of the torches to the cold glow of the blue lava, the atmosphere is set. Trapdoors and platforms are ready to test your nerves. 🛠️💀
#PaperHistory #Gamedev #UE5 #SoloDev #IndieDev #HorrorGame #IndieGame

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A screenshot from Unreal Engine 5 showing Day 3 of the Paper History level design. The cardboard hallway is now lit by glowing red torches on the walls. In the center, a stream of glowing blue lava flows through the scene. The layout is fully structured with walls, floors, and ceiling, showing a completed environment path. The atmosphere is dark and surreal.

A screenshot from Unreal Engine 5 showing Day 3 of the Paper History level design. The cardboard hallway is now lit by glowing red torches on the walls. In the center, a stream of glowing blue lava flows through the scene. The layout is fully structured with walls, floors, and ceiling, showing a completed environment path. The atmosphere is dark and surreal.

​Nightmare - Day 3/5:
Blue lava flows and red torches light the way. 🔥🧪 The layout is officially complete! Now it’s all about the final cosmetic details for this cardboard dungeon.
​The paper horror is intensifying. 📦💀
#PaperHistory #Gamedev #UE5 #SoloDev #IndieDev #Cardboard #HorrorGame #IndieGame

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A screenshot from Unreal Engine 5 showing Day 2 of the blockout for Paper History. The level now has a ceiling, creating a claustrophobic feel. Several cardboard-textured columns stand in the hallway. In the center, there are moving platforms and a visible trapdoor mechanism on the floor. The scene is still in the primitive blockout phase, maintaining the raw, cardboard aesthetic.

A screenshot from Unreal Engine 5 showing Day 2 of the blockout for Paper History. The level now has a ceiling, creating a claustrophobic feel. Several cardboard-textured columns stand in the hallway. In the center, there are moving platforms and a visible trapdoor mechanism on the floor. The scene is still in the primitive blockout phase, maintaining the raw, cardboard aesthetic.

Nightmare - Day 2/5:
The ceiling is closed-there’s no way out now. 📦 Added columns and moving platforms to test the flow. Watch your step, trapdoors are in! 🛠️💀
The cardboard cage is taking shape.
#PaperHistory #Gamedev #UE5 #SoloDev #IndieDev #Cardboard #HorrorGame #IndieGame #IndieHorrorGame

10 3 0 0
A screenshot from Unreal Engine 5 showing the early blockout of Level 1 for Paper History. The scene consists of simple 3D boxes forming a hallway and a floor with cardboard textures. There is no ceiling yet, showing the raw 'under construction' phase of the dungeon. The lighting is basic, highlighting the primitive shapes.

A screenshot from Unreal Engine 5 showing the early blockout of Level 1 for Paper History. The scene consists of simple 3D boxes forming a hallway and a floor with cardboard textures. There is no ceiling yet, showing the raw 'under construction' phase of the dungeon. The lighting is basic, highlighting the primitive shapes.

Nightmare - Day 1/5:
Starting the blockout for Level 1! 📦 Only walls and floors today—the foundation of this cardboard nightmare. No ceiling yet, just raw progress. 🛠️✨
#PaperHistory #Gamedev #UE5 #SoloDev #IndieDev #Cardboard #HorrorGame #IndieGame #IndieHorrorGame

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Video

#Screenshotsaturday = Gameplay! 🕹️ Facing the crushers in Paper History. On the road to 100 followers – thanks for joining the journey! 🚀💪
​PS: New 5-day challenge starts Monday. Let's build a new sublevel together! 📦🔥
#PaperHistory #Gamedev #UE5 #IndieDev #SoloDev #HorrorGame #IndieHorrorGame

8 2 0 0
Video

50 followers! 🥳 Huge thanks to everyone supporting Paper History. Can we hit 100 next? 💯
​Enjoy this cinematic flyover of the dungeon. 🎥 Stay tuned because this SATURDAY I’m dropping the short gameplay from this location! ⚙️⚠️
#PaperHistory #UE5 #Gamedev #IndieDev #SoloDev #IndieGame #HorrorGame

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The final render of the Paper History dungeon corridor. The scene is a masterclass in paper-craft atmosphere: glowing blue lava flows between rocks, and scattered bones litter the floor. Red torchlight contrasts with the cold blue glow of the lava, illuminating detailed cardboard columns and mechanical traps. The culmination of a 5-day development challenge.

The final render of the Paper History dungeon corridor. The scene is a masterclass in paper-craft atmosphere: glowing blue lava flows between rocks, and scattered bones litter the floor. Red torchlight contrasts with the cold blue glow of the lava, illuminating detailed cardboard columns and mechanical traps. The culmination of a 5-day development challenge.

The final render of the Paper History dungeon corridor. The scene is a masterclass in paper-craft atmosphere: glowing blue lava flows between rocks, and scattered bones litter the floor. Red torchlight contrasts with the cold blue glow of the lava, illuminating detailed cardboard columns and mechanical traps. The culmination of a 5-day development challenge.

The final render of the Paper History dungeon corridor. The scene is a masterclass in paper-craft atmosphere: glowing blue lava flows between rocks, and scattered bones litter the floor. Red torchlight contrasts with the cold blue glow of the lava, illuminating detailed cardboard columns and mechanical traps. The culmination of a 5-day development challenge.

Building a Nightmare: Day 5/5 🏆 THE FINALE!
​We made it! The 5-day challenge is over, and the result is finally here. From simple cardboard to a nightmare. Check out the final look! 🏁✨
#PaperHistory #UE5 #IndieDev #Gamedev #SoloDev #HorrorGame #IndieGame #IndieHorrorGame #UnrealEngine

13 4 0 0
Cinematic screenshot of the Paper History dungeon. The cardboard corridor is illuminated by wall-mounted torches casting a moody red glow. Detailed paper-craft props and columns emerge from the shadows. The atmosphere is dark and claustrophobic, highlighting the handcrafted cardboard textures

Cinematic screenshot of the Paper History dungeon. The cardboard corridor is illuminated by wall-mounted torches casting a moody red glow. Detailed paper-craft props and columns emerge from the shadows. The atmosphere is dark and claustrophobic, highlighting the handcrafted cardboard textures

Building a Nightmare: Day 4/5 🕯️👹
​Focusing on the MOOD! Added torches with a red glow, blue lava with the right glow & more props. It’s starting to feel truly eerie in here. 📦🛠️
​Tomorrow: The final layer
#PaperHistory #UE5 #IndieDev #Gamedev #SoloDev #IndieGame #horrorgame #IndieHorrorGame

13 2 0 0
In-editor screenshot of a paper-craft dungeon corridor in Unreal Engine 5. The corridor features cardboard columns, small barred basement windows, and a large mechanical crusher mounted on the ceiling. The scene is in a gray blockout stage without final lighting.

In-editor screenshot of a paper-craft dungeon corridor in Unreal Engine 5. The corridor features cardboard columns, small barred basement windows, and a large mechanical crusher mounted on the ceiling. The scene is in a gray blockout stage without final lighting.

Building a Nightmare: Day 3/5
The dungeon is taking shape! Walls updated with barred windows, columns added, and the crusher is now lurking on the ceiling. The interior is nearly finished, but there’s still more to add before the final polish. 💪
#PaperHistory #UE5 #SoloDev #IndieDev #IndieGame

9 1 0 0
A level design blockout of a new corridor in Paper History. The scene shows the basic spatial layout made of untextured grey and brown blocks, representing cardboard walls. The six massive crushers from the previous day are now integrated into a long, winding hallway. The environment is designed to guide the player through an S-shaped path between the traps, showing the scale and proportions of the upcoming level

A level design blockout of a new corridor in Paper History. The scene shows the basic spatial layout made of untextured grey and brown blocks, representing cardboard walls. The six massive crushers from the previous day are now integrated into a long, winding hallway. The environment is designed to guide the player through an S-shaped path between the traps, showing the scale and proportions of the upcoming level

Building a Nightmare: Day 2/5 🏗️
​Today is all about the Blockout. Shaping the corridor to fit the mechanics and testing the player's movement.
​It’s raw cardboard for now, but the layout is feeling solid! 🧱📐
#Devlog #Blockout #LevelDesign #IndieGame #PaperHistory #IndieDev #UE5

8 2 0 0
Video

Building a Nightmare: Day 1/5 ✂️⚙️
New location under construction! Starting with the core mechanic: a 6-crusher gauntlet in an S-pattern.
Getting the timing right is key to making this corridor a deadly dance for the player. 💀💨
#Devlog #PaperHistory #Gamedev #IndieDev #SoloDev #Horror #IndieGame #UE5

10 3 0 0
A high-quality 3D render from the game Paper History. Three massive mechanical crushers made of weathered cardboard textures. The environment is built from paper sheets and cardboard cutouts, creating a dark, industrial, yet handcrafted atmosphere in Unreal Engine 5.

A high-quality 3D render from the game Paper History. Three massive mechanical crushers made of weathered cardboard textures. The environment is built from paper sheets and cardboard cutouts, creating a dark, industrial, yet handcrafted atmosphere in Unreal Engine 5.

Crusher almost finished! ⚙️ Check out this render of the new trap.
Starting MONDAY: New 5-day challenge!
I'm building a level section with this beast and... you'll see the rest for yourself! 🌋
Get ready for some paper madness. See you there!
#PaperHistory #IndieDev #Gamedev #SoloDev #IndieGame #UE5

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Video

Progress update! 🛠️My cardboard crusher is finally 100% functional. Fixed the return-stroke damage bug and added testing sound effects. It's tough but fair now! Level 1 is comming together :)

#PaperHistory #IndieDev #UE5 #GameDev #CardboardAesthetic #IndieGame

12 2 1 0
Video

Devlog: My crusher became a bit too "enthusiastic"
It was supposed to be lethal down, safe up. Instead, it chose total violence in both directions. A bit too efficient, don't you think?
Scrapping the code before it kills me. Starting fresh for a fairer nightmare!
#PaperHistory #Gamedev #UE5 #SoloDev

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Original post on digitalcourage.social

Is there any meaningful literature on the paper trade in the late Ottoman Empire (second half of the 19th century onwards) that I might have missed? I tried all keywords I could think off in the common databases for scholarly literature and searched through works on the history of printing and […]

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Video

Gameplay of "Paper History"!
​Navigation is key in this paper-crafted nightmare. Watch as a simple corridor turns into a puzzle. Trapdoors, hidden buttons, and a falling bridge.
#ScreenshotSaturday #PaperHistory #IndieDev #Horror #Gamedev #SoloDev #UE5 #IndieGame #Gameplay #IndieHorrorGame

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