Third-person asymmetric multiplayer horror
DeclaredMissing
When they hunt, you pray.
Hunters
3
Prey
5
Five people wake inside a prison that The Host has prepared for them. Three Hunters are already inside. There are five possible ways out, and only three of them work tonight.
In development at 8 Bit Cache
The setup
Nobody is told which three
Nobody is told which three. Not the Prey, not the Hunters. Both sides start the night ignorant, and the only way to learn which exits are live is to go and find out.
Prey search for contraband, read the building for clues, talk over walkie-talkies, pick locks, cut power, stage distractions, and pull captured teammates back out of cells. Hunters investigate noise, restore power sector by sector, watch the cameras, lay traps, and prepare something permanent.
A match is called a Broadcast, because someone is always watching.
Design pillars
What the game is built around
Stealth under pressure
Sound makes actions consequential. Chases happen, but a sustained fight is never the point. Quiet choices stay useful all night.
Earned information
Both teams start ignorant of which escapes are viable. Exploring, observing and talking to each other is what creates an advantage.
Capture creates another chance
Being taken is not the end. A captured player stays rescuable until a prepared execution actually succeeds.
Familiar geography, changing problems
You learn where the rooms are. What changes is which doors are locked, which sectors have power, where the supplies landed, and which way out works.
Human prey, ominous Hunters
Prey abilities come from jobs, hobbies and instinct, not powers. No character is mandatory and no specialty is a solution on its own.
Readable deception
You can fake activity to pull a Hunter across the map. What you cannot do is fake the evidence itself: a confirmed exit is always telling the truth.
Everything else
Read the rest
How a Broadcast runs
The six phases of a match, from waking up to the hard time limit.
The Hunters
Five of them, each bought with a different promise.
The Prey
Nine people with jobs, not powers.
The Prison
Fixed geography, and everything laid over it that moves.
The Host
He stages the Broadcast, and he speaks through the walls.
Progression
Ten levels, three tiers, no skill tree.