Hiding is physical.
Move, stack, climb, grab, and cling. Players manipulate the world instead of disguising themselves as props.
Asymmetric multiplayer hide-and-seek
Furnish the room. Build the hiding place. Hold on when the ceiling starts pulling it apart.
Hide in it. Hold onto it. Hope it does not get thrown across the room.

BlackLight / Core identity
A group of Hiders gets one minute to turn an empty structure into a furnished maze. Then the lights go out, the camera moves above the ceiling, and one player starts searching.
Move, stack, climb, grab, and cling. Players manipulate the world instead of disguising themselves as props.
The Light searches from above, revealing rooms and tearing hiding places apart with a deadly red beam.
Fallen Hiders return as Spots: weaker servants who disturb props and expose suspicious locations.
The same map can become a ridiculous physics party or a locked, disciplined competitive match.
A careful plan can survive the blackout.
Or one chair can expose everybody.
The basic round
Every round reshapes the same architectural shell through a prop pack, a furnishing style, and whatever the players do to it.
The host fills an empty map shell with a complete themed furniture set and chooses an organized, abandoned, minimal, overcrowded, or randomized layout.
With the lights on, Hiders move whole rooms, build cover, crawl into containers, help carry heavy furniture, and coordinate on a private radio.
The Light searches from above. Its beam reveals the room below and disintegrates exposed Hiders—but it must investigate rather than see everyone through the roof.
Physics / Always live
Physics is the center of BlackLight, not background decoration. The game keeps grabs, collisions, props, and partial ragdolls connected so that a stable plan can fail in a believable, hilarious way.
Three states of play
Death separates the radio channels and changes what a player can do, but every person remains part of the hunt until the round ends.
Furnish the structure, disappear into it, stay still when the beam is near, and risk movement to rescue friends or create a distraction.
Search from above with a deadly red beam. Read the building, investigate displaced furniture, and physically dismantle suspicious rooms.
Eliminated Hiders return with a dim red light and weak manipulation. They cannot kill; they must find, expose, and ping for the main Light.
One game / Four temperatures
BlackLight does not force a single tone. A flying-mattress party and a silent professional match can happen in the same map.
Party server
Goofy physics, low gravity, huge throws, overcrowded rooms, and forgiving exposure turn every hiding plan into a story.
Host customization
Hosts choose the structure, furniture, physics, information, audio, timing, and team pressure—then save the result as a reusable preset.
Organized desks, official gravity, standard radios, balanced furniture, no music.
Overcrowded wards, low gravity, maximum throws, and cheerful elevator music.
Only the host needs to own unlocked prop packs, music collections, lighting presets, or casual modifiers. Everyone in the lobby uses them for that session.
Built beyond the round
BlackLight supports solo practice, friend-group chaos, public servers, and serious competition without changing its central physical rules.
Active participation earns currency: surviving, rescuing, distracting, finding Hiders, marking targets as a Spot, and staying useful after elimination.
Outfits, accessories, radios, hiding animations, victory poses, Spot appearances, Light cursors, beam effects, and lobby emotes—with no visibility or physics advantage.
Complete prop packs, music, lighting, radio effects, physics presets, decorations, sound packs, and casual modifiers.
Hider bots choose logical cover, rearrange furniture, carry heavy objects, follow commands, rescue teammates, and react to radio warnings with varied personalities.
It tracks unsearched rooms, recent movement, collisions, suspicious placement, moved objects, Spot pings, and escape routes. Difficulty changes behavior—not hidden knowledge.
Private Hider radio enables cross-building coordination while proximity voice keeps nearby panic local. Spots leave the living channel and coordinate with the hunt.
“Stop moving the bed. Three of us are under it.”
“I'm not moving it.”
“Then what is?”
Public servers include instant voice and text muting, separate radio controls, reports with recent evidence, host bans, vote removal, blocking, ping limits, sabotage detection, restricted custom audio, and an unstuck system.
Friends-only hosts can loosen most restrictions and embrace complete chaos without imposing that tone on public lobbies.
Grounded industrial spaces, ordinary people, readable low-detail props, baked light, scratched materials, stiff but expressive animation, radio compression, loud impacts, and deliberately physical character motion.
The target is the texture and readability of classic physics-driven PC games—without requiring direct Half-Life 2 content.

RedHart Studios / Project 001
RedHart Studios presents BlackLight, its first project: an asymmetric multiplayer experiment about trust, darkness, and the furniture that refuses to stay put.