top of page
strangeobjct.png

Echoes Of Manor

Software: Hammer Editor | Half-Life 2

Development time: 200 hours

Platform: Steam Workshop

Average Playtime: 25-40 minutes

Level Summary

Echoes of Manor is a single-player psychological horror level built in the Half-Life 2 Source Engine.

​

The level explores how abnormal environmental design—including looping spaces, non-Euclidean architecture, impossible layouts, and dynamic environmental transformations—can generate psychological tension without relying on enemies or combat.

​

Players progress through a seemingly ordinary mansion that gradually becomes increasingly distorted. By combining spatial anomalies with environmental storytelling, exploration, and light puzzle-solving, the level creates a tension–release pacing that maintains engagement while reinforcing a growing sense of unease.

​​​​

ScreenShot_2026-06-28_021740_708.png

Level Overview

Core Gameplay

Exploration

Narrative

Puzzle

Players investigate the mansion by reading notes, examining objects, and collecting key items that reveal the story of the house.

 

These interactions guide players through the level while gradually exposing the mansion’s supernatural changes.

Puzzle progression is built around object-based interaction. For example, players collect objects and place them into specific positions to unlock new paths or trigger environmental changes.

 

This creates a gameplay loop of exploring, discovering clues, collecting items, and using them to progress through the mansion.

6月28日(1).gif

Object collect & reposition puzzle

image.png
image_edited.jpg

Design Goals

The level is divided into five main sections, each introducing a new spatial concept while gradually increasing psychological tension:

  • Regular Mansion

  • Looped basement

  • Collection room 

  •  Transformed Mansion

  • Open Yard

LDD Map

image.png

Pacing Control

The overall level progression is built around a Tension–release Cycle. As players progress through the mansion, each section introduces increasingly abnormal spatial experiences to build psychological tension, followed by brief moments of relief before the next escalation.

​

By carefully alternating between tension and relief, the pacing maintains player engagement, prevents emotional fatigue, and makes each subsequent abnormal event feel more psychologically impactful.

image.png

Tension Release cycle

Level Detail

Regular Mansion

The level starts in a normal environment to establish baseline expectations.

​

At this stage, players can freely explore the space and get familiar with the layout, while also learning parts of the narrative through interaction.

image.png

This section is intentionally designed to feel stable and predictable.

Then as players progress, puzzles gradually introduce with the environmental changes, which begin to shift the space away from this normal state.

mansion1.gif

Looped Basement

The basement serves as the first major escalation in the level's pacing.

​Its triangular layout guides players through two consecutive loops. While the overall route remains familiar, environmental changes, new puzzle states, and altered spatial relationships make each traversal feel increasingly unfamiliar.

image.png

This structure introduces the looping mechanic while gradually teaching players to question the reliability of the environment.

hallway动图.gif

Collection Room

The Collection Room reinforces the looping mechanic while increasing the player's sense of confinement.

c7c443a1df37f76d3756b894ae624b6c.png

Players revisit the same room four times.

By combining repetition with environmental variation, this section encourages players to question their memory of the space while building psychological tension through familiarity.

​

Transformed Mansion

image.png
image.png

In this section, players return to the mansion they explored earlier in the level.

​

The overall environment has been transformed with impossible architecture, and visual anomalies. Through design these changes, create a contrast between the player's memory of the original space and their new experience.

image.png

Bedroom & Bathroom in normal Mansion

Reformed

image.png
image.png

Bedroom & Bathroom in transformed Mansion

image.png

Open Yard

The Open Yard creates a strong contrast against the previous interior spaces, offering players a temporary sense of openness and relief. ​This moment slows down the overall pacing and gives players the impression that they may be close to escaping.

 

However, this sense of hope and relife is intentionally misleading. The yard is designed as another short loop, revealing that the player is still trapped and pushing the tension toward its climax.​

image.png

CourtYard Loop 1 

image.png

CourtYard Loop 2 

image.png

CourtYard Loop 3

Spatial Design Techniques

Non-Euclidean Architecture

Looping

Structure

Environmental

Shitfing

Constrained

Space

Environmental Design

​Design Focus

  • Extreme verticality

  • Distored Structures​

  • Inverted Structures

  • Physical rule-breaking spaces

Non- Euclidean Structure

Spaces that breaks traditional spatial logic through impossible layouts, inverted spaces, and distorted connections.

​

By using impossible architectural layouts, this section creates spatial uncertainty and challenges the player’s mental map.

​

stairs.gif

stairs appear disconnected but connect through movement

curvedwall.png

Curved Hallway

library.gif

Distorted Library

upsite.gif

Upside-down Space

Looping Structure

The looping section reuses familiar spaces with subtle changes in layout, lighting, and object placement.

​

The goal is not only to make the player feel lost, but to make them question whether the space has actually changed or whether their memory of the environment is unreliable.

HighVerticality.gif

Looped layers of Library

image.png

Environment Shifting

Environmental shifting is used throughout the level to reinforce uncertainty and make the mansion feel alive. It usually happens when player interact with the space.

​

image.png
image.png

Before Puzzle

After Puzzle

For example, a dead-end hallway transforms after the player solves a puzzle, revealing a new doorway that was not previously accessible.

This makes the mansion feel reactive while also guiding players toward the next objective.

image.png

Before Entering

image.png

After Entering

hallway.gif

Hallway change after turning back

roomchange.gif

Environment shift blend with puzzle mechanics

Constrained Spaces

squeezedhallway_edited.jpg

Squeezed Corridor

Constrained spaces are used to deliberately control pacing before major events.​

The squeezed hallway limits visibility and movement, creating claustrophobia and vulnerability while encouraging players to cautiously move forward.

Gallery

bottom of page