PITCH BLACK - An Audio-Only Video Game

PITCH BLACK - An Audio-Only Video Game

Project Overview

Pitch Black is an audio-driven psychological horror experience played entirely in darkness.

There are no visuals. No map. No light.

Players must navigate a silent, abandoned spacecraft using only sound — guided by a voice over the radio as they take each step into the unknown. Every movement creates noise. Every sound matters. And something else may be listening.

This project focuses heavily on immersive 3D audio and performance, where voice acting plays a central role in building tension, atmosphere, and narrative. The player’s connection to the characters — especially the voice guiding them — is the core of the experience.

Pitch Black is designed to be played with headphones, placing the player directly inside the environment and forcing them to rely entirely on their hearing and instinct to survive.

Key Features
  • 🎧 Audio-only gameplay — experienced entirely through sound

  • 👣 Movement-based mechanics — every step has consequences

  • 🧠 Psychological horror — tension built through uncertainty and imagination

  • 📻 Narrative-driven — strong focus on voice acting and character performance

  • 🌌 Sci-fi setting — set aboard a dark, isolated spacecraft

Tone & Style

The game aims for a grounded, immersive, and unsettling tone, inspired by psychological horror rather than jump scares. Performances should feel natural and believable, as if the player is truly communicating with someone in a desperate situation.

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Latest Updates

  • 1 week left for submissions!

    There is now just one week remaining for submissions, and I wanted to share how genuinely encouraged I am by the response so far. With over 68 auditions for the role of Owen, the level of interest and talent has far exceeded expectations. It has been fantastic to see both the quality of performances and the enthusiasm for Pitch Black.

    Thank you to everyone who has taken the time to audition or reach out about the project. It is truly appreciated!

    Over the coming days, my team and I will begin reviewing all submissions and start the shortlisting process. Once the deadline has passed, we aim to make a final decision by the end of April.

    If you are not selected for this role, please do not be discouraged! There will be additional roles introduced as the project develops, and we strongly encourage you to audition again. The strength of talent we have seen so far has been incredibly promising!

    Right now, our priority is securing the role of Owen, as it is a key part of our development process. Early voice work is essential for testing within our proprietary engine, particularly for sound design and gameplay integration.

    More opportunities will be shared in the near future, and we hope to see many of you return.

    Thank you again, and we are looking forward to the final week of submissions!

    James

Voice Actor
Voice Actor
Voice Actor - Main Protagonist
open
Unpaid

Description

Owen is your only lifeline in the dark.

Trapped somewhere else on the ship, he communicates with the player over a radio, guiding them through complete darkness using sound alone. He starts calm, composed, and reassuring. Someone you instinctively trust. But as the situation unfolds, cracks begin to show. His confidence slips. His instructions become more urgent… sometimes uncertain.

Owen isn’t just a guide, he’s part of the mystery.

Voice Characteristics
  • Male (20s–40s)

  • Natural, grounded, believable (not overly theatrical)

  • Clear and easy to understand (important for audio-only gameplay)

  • Subtle emotional range: calm → tense → strained → fearful

Tone & Delivery

Early game: Calm, controlled, reassuring


“Alright… nice and slow. You’re doing fine.”


Mid-game: More urgent, slight unease creeping in


“Wait— stop. Did you hear that?”


Late game: Fractured, stressed, possibly hiding something


“No… no, that’s not right. That shouldn’t be happening.”


Avoid overacting. Realism is key.

  • Think intimate radio communication, not shouting or dramatic monologues.

  • Character Notes
    • Owen may not be telling the whole truth

    • He reacts to things the player can’t see (and neither can he)

    • His voice is a core part of the tension. Players rely on him, but may begin to question him

    • The performance should feel close and personal, like he’s right in your ear

    Technical Notes
    • Clean audio required (no background noise)

    • Good mic quality is important due to the audio-focused nature of the game

    • Ability to deliver subtle, nuanced performances preferred


    Language:
    • english
    Voice description:
    • british
    • generic scottish
    • male adult
    • american
    Other info:
    • shure sm7b
    • Okay… listen to me carefully. Take one step forward. Slowly.

    • Did you hear that? No, no— don’t move.

    • Keep going. Don't stop! Get to that conductor... now!

    Comments

    Public Submissions

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