Harrow is not a monster in the traditional sense. He does not exist for spectacle. He exists as a permanent, intelligent, unpredictable consequence of Mara being where she is. Designing the sensory system that makes him feel genuinely dangerous — rather than scripted or gamey — required rebuilding our detection architecture completely in Q1 2026.
Vision System
Harrow's vision uses a frustum-based detection cone with three segments: peripheral (wide, low sensitivity), central (tight, high sensitivity), and focus (only triggered during active search). Obstructions are handled via Physics raycasting — a door ajar at 20° blocks 80% of his central cone. We spent three weeks getting the transition feel right between detection states to avoid the "now you see them, now you don't" unreality of most horror AI.
Hearing — The Acoustic Simulation
Sound propagates through the same acoustic simulation the player hears. Harrow's hearing is not a separate invisible radius — he reads from the audio simulation outputs. If you fire a gun in a corridor and Harrow is in the adjacent room with the door closed, the volume of that gunshot reaching him is calculated using the same wall-attenuation algorithm applied to the player's audio mix.
Blood Trail Tracking
When Mara is injured and bleeding, a blood decal persistence system activates. Harrow's pathfinding can read active decals within his visual range. He does not follow "blood trail nodes" — he follows what he sees on the floor, same as you would. If you stop bleeding before reaching a hiding spot, the trail ends at the last decal.
Sub-Frequency Cue — 20 Seconds
The sub-frequency audio cue activates exactly 20 seconds before Harrow crosses the threshold of any room Mara is hiding in. This is an asymmetric information mechanic — you hear him before you can see him, but only just. The 20-second window is long enough to hide if you move immediately. It is not long enough to escape if you wait to confirm it.