3D gameMobile stealth horror and escape puzzleOriginal by Keplerians

Evil Nun wakes players up in a locked-down school whose corridors are roamed at night by a sinister nun, and asks them to escape. There is more than one way out, and each requires different items to be found and used in the right order. The nun hears any noise the player makes and gives chase; getting caught teaches you to be more careful on the next attempt. That trial-and-error loop keeps the game short but highly replayable.

A similar game needs a single, dense map full of rooms and secret passages to explore, an enemy that hears and chases the player, and an item and lock system that manages multiple escape routes. Randomness that shifts item locations on every attempt boosts replayability. Mobile controls, sound design and delivering a dark atmosphere with good performance are also critical.

First playable version (MVP)€26,000 – €36,5009–13 weeks · excl. VAT
Full scope€58,000 – €84,50015–21 weeks · 4-person team
Recommended techUnity URP (C#), mobile-optimizedFirebase Analytics + Remote Config; AdMob or AppLovin MAX for ads
How to Make a Game Like Evil Nun
How to Make a Game Like Evil Nun

Why Evil Nun works: the core loop

Wake up in the school → quietly search room by room for items → hide from or flee the nun → combine items for an escape route → escape the school, or get caught and try again
Systems you need to build a game like Evil Nun
Why Evil Nun works: the core loop

Systems you need to build a game like Evil Nun

Enclosed map design

A single, dense location connected by corridors, classrooms, a basement and secret passages, which players move through faster as they learn it.

Hearing and chasing enemy

AI that reacts to footsteps, dropped objects and creaking doors, working through patrol, search and chase states.

Multiple escape routes

Alternative exits that each require a different chain of items, and the lock rules that tie them together.

Randomised item placement

A placement system that spawns keys and tools in different spots on every attempt while always keeping a solution possible.

Traps and distractions

Items that slow the enemy down or lure it elsewhere; last-resort tools the player uses before getting caught.

Sound and atmosphere

Tension built from footsteps echoing down corridors, music signalling the approaching enemy and dark lighting.

What goes into the first version, what comes later

First version (soft launch)

  • One school map with secret passages
  • Enemy AI that hears and chases
  • Two different escape routes
  • Randomised item placement
  • Difficulty options and a second chance via rewarded ads

Later updates

  • New escape routes and secret endings
  • New maps and sequel chapters
  • Ghost (enemy-free) practice mode
  • Ad-free version and cosmetic packs

The hard parts of this genre

Randomness versus solvability

Even when items appear in different places each attempt, an escape route must always be possible; placement rules should be verified with automated tests.

Tension pacing

If the enemy shows up too often, players cannot explore; too rarely and the fear fades. The AI's pressure rhythm must be tuned carefully.

Audience and content

Religious figures and horror themes can be culturally sensitive; character design and age rating need deliberate decisions.

Team, timeline and budget

The estimate is based on the genre’s core systems, content volume, multiplayer and live-ops needs plus QA and project management: about 222 person-days for the full scope and 100 person-days for the first version. Cutting scope (fewer levels, one map, fewer characters) lowers the budget directly. Store accounts, servers, audio licences and user-acquisition budget are separate items. We send a fixed written price within 24 hours after the game design document.

Monetisation

Mobile horror games like this are free to play and earn mostly from ads: rewarded ads for a second chance and hints, limited interstitials and a remove-ads purchase. Extra difficulty modes, cosmetics or early access to sequel chapters can be offered as small in-app purchases.

Estimate your game budget and get a fixed quote

Let us scope it together and send a fixed written quote within 24 hours. NDA on request; you own the source code.

Content volume
Multiplayer
LiveOps / events
Platform
First version (MVP)–
Full scope–

Calculated instantly from your choices, excl. VAT. A fixed written quote follows a free scoping call within 24 hours.

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Choosing a game development company for a game like Evil Nun

Most people searching “make a game like evil nun” are really looking for a reliable game development company. When comparing quotes, check four things:

  • Can you play their released 3D games on your own phone?
  • Are the source code, art files and store accounts transferred to you by contract?
  • Do they build a playable prototype first and show a demo every two weeks?
  • Are ads, in-app purchases and analytics set up as part of the quote?

Copyright and originality

Game mechanics on their own are generally not protected, but names, logos, characters, art, audio and level designs are. That is why we build a game “like Evil Nun” with your own name, art and world. This is not legal advice; we recommend a trademark search before launch.

Frequently asked questions

How long does it take to make a game like Evil Nun?

A first version with one map and one enemy can ship within months with a small team. Designing the escape routes, testing randomised placement and mobile optimisation set the timeline.

Will there be copyright issues?

Escape-the-building and stalker enemy mechanics are generally free to use. The nun character, name, school map, visuals and sounds must be original. This is not legal advice.

Can it be made with a small team?

Yes; thanks to its limited scope, this is one of the mobile genres a small team can handle. You still need 3D environment art, AI programming and sound design skills.

What should we look for when choosing a studio to build a game like Evil Nun?

Review the studio's mobile 3D horror or stealth game samples and enemy AI experience. Ad and analytics setup and store publishing support should also be discussed.

Costs of similar games

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