Hello Grimrunners,
Today, we’re finally ready to talk about a feature that can mean the difference between life and death in Nightholme: your voice.
Most multiplayer games treat voice chat as a utility. In Nightholme, we want it to feel like part of survival itself.
So today, we’re giving you a first look at our proximity-based voice communication system, and how we’re designing it to create tension, uncertainty, and unforgettable moments in the fog-covered streets of Wraithford.
In Nightholme, voice exists in the world.
You don’t speak safely across the map. If you can hear someone, it means they are physically close enough to you. If your friends move too far away, their voices fade. Keep going, and they may not hear you at all.
That changes everything.
Stay close, and you can coordinate.
Split up, and you lose certainty.
Call out, and you may save a friend.
Shout, and something else may hear you.
Our proximity voice system is built around distance and positioning. Voices travel through the environment and can only be heard within a limited range.
That means any nearby player may hear you, whether they are friend or foe.
A whispered plan can be overheard. A cry for help can reveal your position. A voice in the distance might lead you to another team, a trap, or something far worse.
Information is power… and sound carries risk.
We want communication to feel physical, dangerous, and alive.
You need to decide when to speak, when to stay silent, when to stay close, and when to risk being heard.
Because in the dark, your voice is not just a way to talk to your friends.
It is a signal.
And not everything listening is on your side.
Come talk with us on on Discord. Share your ideas, give feedback, and connect with other players.
Discord:
https://discord.com/invite/nightholme
Stay vigilant,
— Pedro, Community Manager