How long can a horror player go without a safe place before they quit?
Fear needs relief, and a stretch with no safe room can wear people out. But looking at how many leave in each stretch is misleading, because fewer and fewer players are still there in the long ones. This entry shows a fair way to read the curve and where to put the next safe place.
Why this works
The risk of leaving grows the longer someone goes without relief, but those who reached relief must not be counted as simply gone. Looking at each slice of time among those still in the stretch shows when the strain gets too long.
When not to use it
Wrong when lasting dread is the design and players expect it, or when few players reach the long stretches. Show the numbers to a handful of testers and ask how they felt before you add safe rooms.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "How long can a horror player go without a safe place before they quit?" (read_entry horror-tension-stretch-hazard) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP