FEAR OF SLEEP is the latest indie horror title announced by developer Signal Decay Games. The game marks the studio’s debut project, led by Konrad Honey, an AAA artist who has previously worked on major franchises like Call of Duty and Aliens. Blending a retro-inspired aesthetic with a modern design philosophy, FEAR OF SLEEP delivers a sci-fi horror experience that refuses to guide the player.
The game follows the story of a robot named Roy who works in a huge underground bunker called MetroBunker as a maintenance android. A strange infection is spreading inside the bunker, with monsters breaking in and tearing the place apart, leaving Roy with no option but to return to his creator before everything collapses.
As he tries to return, he realizes that someone may have sabotaged the place, and a lot is wrong with the system, making his journey far more difficult than he initially thought. To make it more complex, FEAR OF SLEEP does not tell the story directly, leaving it to players to figure it out themselves by exploring and finding clues.
It does not offer any handholding, such as tutorials, arrows, or markers to make things easier for players. Instead of giving guidance, the developer wants players to keep trying and failing until they understand and improve. It forces players to act smartly and pay attention to their surroundings to progress.
FEAR OF SLEEP will offer brutal combat by making enemies behave in a realistic way and ensuring that damage feels heavy and impactful to build tension. Players will build the story themselves by finding notes, hints, and environmental clues to reach the ultimate goal.
Key Features:
- NO HAND-HOLDING: No tutorials. No yellow paint or objective markers. No design safety nets protecting you from bad decisions. You learn by doing, failing, and adapting.
- MULTI-USE WEAPON UTILITY: Every weapon is a tool, not just a damage number. Guns, wrenches, and utilitarian gear serve multiple purposes: traversal, puzzle-solving, crowd control, and environmental manipulation.
- PHYSICS MANIPULATION: The World obeys consistent physical rules, and you’re free to exploit them. Weight, momentum, and force shape every encounter.
- PLAYER-INVESTIGATED NARRATIVE: The story is uncovered, not told. Clues live in environments, discarded data, and archived communications.
- VISCERAL GORE: Damage has weight and permanence. Enemies break, deform, and react dynamically to force and weapon
If you enjoy titles like Resident Evil and want to try something similar in the meantime, FEAR OF SLEEP might be worth checking out.
The game’s release has yet to be announced, but you can wishlist the title on Steam or try the free demo.

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