What problem does it solve? Building psychological or survival horror in Godot requires coordinating tension pacing, honest monster senses, scarcity-driven inventory, and atmosphere effects without falling into common traps like constant tension, unfair AI detection, or frame-hitching scare loads. ## Core Features & Use Cases - Director Pacing System: Orchestrates sawtooth tension waves with buildup, peak, and relief phases so players never go numb to scares. - Dual-Brain Predator AI: Combines a cheating macro Director with honest LoS/sound senses using physics-synced raycasts and suspicion meters. - Sanity & Scarcity Systems: Drives camera shake, audio bus muffling, screen distortion shaders, and typed Resource-based inventory with limited battery and ammo. - Use Case: When building a survival horror chase sequence, use the predator stalking AI with monster LoS checks and spatial noise emitters so the monster hunts believably, while the Director hints it toward the player's area during quiet phases. ## Quick Start Ask the agent to build a horror stalker enemy with honest vision and hearing, a Director that paces tension, and a flickering flashlight in your Godot 4 project.