Declared Missing

Third-person asymmetric multiplayer horror

DeclaredMissing

When they hunt, you pray.

Hunters

3

versus

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.