Shadows of

Singraven
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Description

Shadows of Singraven is a story-driven puzzle adventure set in the historic Twente region of the Netherlands.

Over 500 years ago, Singraven Manor was home to a convent. One night, a nun was accused of dark practices and sentenced by her fellow sisters. She was bricked alive within the walls of the manor. The people of Singraven claimed they could hear her cries echo through the halls until her final breath.

A century later, the Netherlands became the first country to stop executing witches. As belief in magic slowly faded, new religious tensions grew between Protestants and Catholics. Yet among farmers and villagers, stories of the supernatural never truly disappeared.

Now the manor’s current owners live in fear, convinced something still haunts its walls.

You are one of the last witch hunters in the Twente region, called to investigate the truth behind the legend of the ghost nun. As you explore the grounds of Singraven, you will uncover forgotten histories, solve environmental puzzles, and piece together what really happened within the manor’s walls.

But the deeper you go, the harder it becomes to tell what is real, and what is not.

Features

  • Explore the mysterious grounds of Singraven Manor

  • Solve puzzles to uncover hidden parts of the story

  • Experience a narrative-driven adventure set in historical Twente

  • Confront supernatural events

Can you hear it?
She’s still here.

The Process

Shadows of Singraven was created during the IMT&S module, which took place in the first semester of our fourth year. During this module, students worked on projects proposed by external clients, companies that collaborate with Saxion University specifically for this course.

Our team worked on Shadows of Singraven, a game concept we developed ourselves after being briefed on the goal of the project: reviving interest in Twente region folklore. Over the course of the semester, we developed the game together as our main project.

At the start of the module, each individual needed to define a clear goal to work toward for the duration of the semester. My role within the team involved contributing to the overall game design and implementing various gameplay features where needed. However, my main responsibility was developing the AI for the ghost nun during a specific section of the game.

This project was also my first time working with Unreal Engine. During the first part of the semester, I focused on learning the engine and becoming familiar with its systems. Once I had a better understanding of the tools, I shifted my focus fully to building the nun’s AI behaviour.

To implement this, I worked with several of Unreal’s AI systems, including Behaviour Trees, Blackboards, AI Controllers, and Blueprints. These systems allowed me to design the nun’s behaviour logic, control how she reacted to the player, and create a tense encounter that fit the horror atmosphere of the game.

Through this process, I gained practical experience with Unreal’s AI framework and learned how different systems work together to create responsive enemy behaviour.