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Cooperative Horror Extraction

AS_Project
One

You owe a debt you can't repay through honest work. A crew of four. Cursed locations. Paranormal artifacts worth a fortune — guarded by things that shouldn't exist. Every run either clears your debt or costs you everything.

UE5 C++ Blueprints Co-op Multiplayer Physics Systems Paranormal AI

Trailer Coming Soon

AS_PROJECTONE — AESTELLE STUDIOS
01

About the Game

In AS_ProjectOne, debt isn't just a number — it's the engine driving every decision your crew makes. Debt-ridden and out of options, you're forced into a dangerous underground business: recovering cursed paranormal artifacts from locations most people wouldn't dare enter. Haunted mansions. Abandoned research facilities. Forgotten sites consumed by the supernatural.

Working together in squads of up to four, players explore these hostile environments, locate and transport valuable objects to extraction points, and survive the horrors that guard them. Every successful run chips away at the debt. Every failed expedition may cost you loot, equipment — or a teammate. The tension between greed and survival is constant, and every mission is a negotiation between how much you can carry and how long you can last.

👥
Cooperative Multiplayer

Team up with up to four players to explore haunted locations, recover cursed artifacts, and survive supernatural threats through communication and teamwork.

👻
Paranormal Horror

Encounter unique supernatural entities with distinct behaviors, weaknesses, and hunting patterns that turn every mission into a fight for survival.

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Physics-Based Extraction

Carry, transport, and secure valuable cursed objects using physics-driven interactions that create both strategic opportunities and chaotic situations.

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Debt Progression

Every artifact recovered contributes toward paying off your debt. Complete increasingly dangerous jobs to unlock new locations and move closer to freedom.

Every system in AS_ProjectOne is built around a single relentless question: how much are you willing to risk to clear your debt? There's always one more room. One more artifact. One more reason to push a little deeper — before everything goes wrong.

GenreCo-op Horror Extraction
EngineUnreal Engine 5
LanguagesC++ / Blueprints
InspirationLethal Company, Phasmophobia
StudioAestelle Studios
PlatformPC (Steam)
02

Game Systems

Every system in AS_ProjectOne is designed around the extraction loop. Exploration, physics interactions, AI behavior, and progression work together — feeding into each other constantly — to create tension where every decision matters. Whether you're carrying a valuable artifact through a haunted corridor, distracting a pursuing entity, or deciding whether to risk one more room for extra profit, the game's systems continuously reinforce the core balance between greed and survival.

I

Extraction System

  • Paranormal objects scattered throughout cursed environments, each with a unique value tied to debt reduction
  • Cooperative carrying mechanics for larger or more dangerous items — some extractions physically require multiple players
  • Physics-driven interactions that create both strategic opportunities and genuinely chaotic situations
  • Risk-versus-reward progression: leaving early secures profit, staying deeper increases it — and the danger
  • Failed expeditions have real consequences — lost loot, lost equipment, lost crew
  • Structured campaign arc centered around a defined debt goal, giving every run purpose and direction
FOOTAGE COMING SOON

Physics-driven extraction and artifact transportation system

II

Paranormal AI

FOOTAGE COMING SOON

Supernatural entity detection, escalation & hunting behavior

  • Diverse paranormal entities with distinct movement, detection, and attack patterns — each demands a different response
  • Dynamic threat escalation as players venture deeper — calmer perimeters give way to far more dangerous inner zones
  • Environmental awareness: entities react to sound, light, player movement, and disturbances
  • AI designed to create tension and unpredictability rather than mechanical challenge alone
  • Multiple threat archetypes ensure players can never rely on a single strategy across different runs
  • Cooperative survival mechanics — teamwork isn't a suggestion, it's the only reliable counter to the threats inside
III

Cooperative Gameplay

  • Supports up to four players working together across full extraction missions
  • Shared objectives designed to encourage communication and role specialisation naturally — not forced by rigid class systems
  • Players can assist teammates during dangerous encounters, heavy carries, and narrow escapes
  • Cooperative decision-making directly shapes mission outcome and campaign progression
  • Designed to generate emergent moments — teamwork, panic, sacrifice, and triumph that players will recount long after the session ends
FOOTAGE COMING SOON

Multiplayer extraction — cooperation and survival under pressure

IV

Engine Architecture

FOOTAGE COMING SOON

Modular systems framework — scalable architecture for long-term content expansion

  • Physics-driven interaction framework supporting a wide and growing variety of artifact types and carry behaviors
  • Modular AI architecture enabling rapid creation of new paranormal entity types without systemic rewrites
  • Data-driven progression systems designed for easy balancing and iterative content expansion
  • Flexible level framework built for handcrafted horror environments — every location feels authored, not generated
  • Architecture built to cleanly accommodate new locations, entity types, objectives, and gameplay layers as the game grows
02.5

Key Learnings

Project in active development — insights and learnings documented in real time

01 — DESIGN

Fear Lives in the Loop, Not the Jump Scare

The most effective tension in AS_ProjectOne comes not from scripted scares, but from the extraction loop itself. When players genuinely stand to lose progress, equipment, and crew, every sound triggers real fear. The game's systems are designed to manufacture dread through consequence, not spectacle.

02 — SYSTEMS

Physics as a Gameplay Layer

Physics-based carrying creates emergent scenarios that scripted events never could. A crate that slides, a relic that tilts, a teammate who stumbles — these aren't bugs, they're moments. Embracing physical chaos as a feature rather than a problem shapes the entire design philosophy.

03 — AI

Unpredictability Requires Structured Flexibility

Paranormal entities feel genuinely threatening when players can't fully predict them — but AI that is purely random feels cheap. Building entities with distinct behavioral rules that players can learn, while layering environmental reactivity on top, creates the sweet spot between pattern and surprise.

04 — MULTIPLAYER

Co-op Design Means Designing for Communication

The best co-op moments aren't scripted — they emerge from situations that demand players talk to each other. Level design, extraction logistics, and AI threat placement are all evaluated against whether they create communication pressure. If a section can be completed in silence, it needs rethinking.

03

Highlights

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Immersive Horror Atmosphere

Handcrafted environments, environmental storytelling, and dynamic paranormal encounters sustain tension from the moment players enter a location to the moment they escape — or don't.

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Built for Cooperative Play

Every system — from artifact carrying weight to AI detection ranges — is tuned to reward communication, punish isolation, and create situations only a team can survive.

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Unique Extraction Gameplay

Physics-based artifact recovery transforms simple objectives into memorable, often chaotic experiences. The journey from artifact to extraction point is where the real story happens.

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Progression With Purpose

The debt system gives every run a clear place in a larger narrative arc. Players aren't grinding — they're working toward freedom, one dangerous job at a time.

Ready to settle your debt?

Gather your crew. Enter cursed locations, recover valuable paranormal artifacts, and survive long enough to earn your freedom. Every object has a price. Every expedition carries a risk. The question is simple: how much are you willing to risk to clear your debt?