Founders

File 01 · Gameplay

Every Broadcast
plays differently.

Familiar geography. Changing problems. You learn where the rooms are — then you have to find out which doors, supplies and exits work this time.

The loop

Six movements of a Broadcast.

  1. 01

    Wake

    Prey wake in the cells carrying walkie-talkies. Power is low and unreliable. Hunters begin elsewhere.

  2. 02

    Investigate

    Search, learn the routes, share what you find. Hunters patrol, follow noise and take back power.

  3. 03

    Commit or deceive

    Push a route that works — or stage loud work on one that doesn’t, and draw them away.

  4. 04

    Capture & rescue

    The captured are detained in a cell. Teammates can still get them out.

  5. 05

    Escalate

    Restored sectors give Hunters control. The Host’s preparations raise the stakes.

  6. 06

    Resolve

    The majority decides the Broadcast. Every escape still counts for the one who made it.

Two sides

Prey · Third person

Get out.
Together, if you can.

  • Search drawers, bunks, lockers, drains and loose panels for what the routes need
  • Find the evidence that tells you which exits are real this match
  • Talk to whoever is near you; reach the rest of the team by walkie-talkie
  • Rescue detained teammates before it’s too late
  • Escape. Your personal escape counts, even if the team loses
Meet the Prey

Hunters · First person

Hold the prison.
Keep them in it.

  • Investigate noise and read the evidence Prey leave behind
  • Restore power to take control of sectors
  • Capture Prey and carry them to the cells
  • Guard the routes you discover — without being able to guard them all
  • Prevent the majority from escaping
Meet the Hunters

Sound & stealth

Sound is consequence.

Doors, searches, repairs, barricades, gunshots — everything you do is heard by someone. Quiet still works. Crouched movement is silent.

Proximity chat
Voice carries to the players around you. Walkie-talkies let a split team share routes and discoveries.
Hide
Under beds, in lockers, behind curtains and cabinets. Hiding is concealment — not invulnerability. Hunters can search.
Hear them coming
No radar, no outlines. Every Hunter has tells — footsteps, breathing, silhouettes, mechanical noise.
Deceive
Loud work at a dead route can pull a Hunter away. The noise is the lie — evidence about an exit is always true.
View from inside a dark cell through heavy iron bars. Beyond, a warmly lit tiered cell block, and a dark figure standing on the far side.
Cell B · InteriorMotion detected
In-engine capture · WIP · Hunter is a proxy

Dynamic objectives

Same rooms.
Different problems.

Each Broadcast is configured before it starts: which exits are viable, where the items are, which doors are locked and which vents are open. Larger formats ask for more.

Power

Fuses and breakers

Fuses are physical resources that power doors, access and escape requirements. Once installed, a fuse cannot be removed. Breakers and power boxes decide which corridors are lit.

Search

Items move every match

Drawers, bunks, lockers, drains, loose panels and contraband caches. Essential items always exist in reachable quantities — never in one memorized spot.

Access

Doors change state

Open, locked, electronically locked, unpowered, jammed, barricaded or sealed. Prey block doors with furniture; Hunters break through — loudly.

Fighting back

You are not helpless.
You are outmatched.

One Prey against one Hunter is a losing fight. Several Prey, coordinated, can wound, stagger — even bring one down. For a while.

Firearms

Powerful. Scarce. Loud.

Pistols, shotguns, rifles. Ammunition is rare, and every shot tells every Hunter in earshot where you are.

Melee

Common. Close. Risky.

Pipes, bats, batons, shivs, wrenches. Easier to find, dangerous to use.

Stun gun

An opening, not a kill.

Interrupt an attack or a carry. Save a teammate. Start a takedown. Limited charges — and the crack gives you away.

Hunter condition

No health bars. Read the body.
  1. StableFull effectiveness.
  2. WoundedVisible distress. Audible.
  3. CriticalStaggering, limping, vulnerable.
  4. IncapacitatedDown — temporarily.

Hunters recover only in darkness, and move faster there. Restore the lights and you take both away. Follow a wounded Hunter into the dark, and you are entering their strongest territory.

Capture creates another chance

Detained is not the end.

  1. 01Downed
  2. 02Carried
  3. 03DetainedLocked in a cell
  4. 04RescuedTeammates break you out
  5. ??ExecutionIn design

A Hunter win needs every Prey truly gone — escaped or permanently eliminated. Locking everyone in a cell is not enough. Rescue access is protected and changes between matches; reaching it takes risk and teamwork, and never a specific character.

Skill systems

Terminals and locks.

  1. 1Pick a candidate password
  2. 2Read how many characters matched
  3. 3Narrow it down before attempts run out

Terminal hacking

A word-deduction puzzle on old green-screen terminals. Wrong guesses make noise; too many trigger a lockout.

  • Security terminals — one per cell block. Cells, cameras, alarms and searchlights for that block only.
  • Maintenance terminals — kitchen, medical, library and mechanical rooms. Local systems, briefly.
  • The Warden’s computer — one, hard to reach, and far more powerful.

Lockpicking

Find the sweet spot, hold tension, set the pins — and don’t break the pick. Any Prey can pick a compatible lock with a found lockpick. Keys and terminal overrides are faster and quieter. Reinforced locks are harder.

Multiple escape routes

Five ways out.
Three will work.

In a standard Broadcast, three of five candidate escape routes are viable — and neither side is told which. The largest format adds a rooftop helicopter extraction. Evidence is scattered through the prison: inspect, confirm, commit.

See every escape route

The Host is watching

The prison reacts to the match.

The Host is the live match director. When a Broadcast turns into a rout for either side, the facility shifts — security response, searchlights, supply caches — to keep it tense.

How The Host directs a match

What he will never do

  • Change anyone’s health, damage or speed
  • Undo an objective you completed
  • Close an exit you already opened
  • Hand anyone a victory they didn’t earn

An even match is left alone.

Where each system stands

Built, approved, or still on the table.

  • Working prototype

    Capture, detention & rescue

    Hunters detain Prey in authored cells; teammates rescue them. Detention is never terminal on its own.

  • Working prototype

    Escape triggers

    Car and boat exits complete a Prey’s escape and end the match when nobody is left to save.

  • Working prototype

    Doors & lockpicking

    Lockable facility doors and tension-and-pin lockpicking.

  • Working prototype

    Terminal hacking

    Word-deduction terminals with limited attempts and lockouts.

  • Working prototype

    Searchlights & rooftop sharpshooters

    The facility’s own security, sweeping the yard, the dock and the parking lot.

  • Approved design

    Light, darkness & Hunter recovery

    Hunters recover and move faster only in darkness; light denies both.

  • Approved design

    Fighting back

    Scarce firearms, melee and stun guns, with anti-chain-stun safeguards.

  • Approved design

    Rooftop extraction

    A helicopter escape and last stand, exclusive to 3v5.

  • Approved design

    Hunter kits

    The Keeper, The Tracker and The Groundsman are in production for the first playable build. Later Hunters are classified.

  • In design

    Executions & sacrifice

    Ritual preparation and permanent elimination. Timings and rules are still being designed.

  • Planned

    New facilities

    More locations after the prison. Classified for now.

Working prototype: running in internal development builds, not final. Approved design: confirmed for the game, not yet built. Declared Missing is currently in development. Gameplay systems, characters, abilities, environments, visual presentation, features, release plans, and other content shown on this website are subject to change before release.

How progression works

Next step

Be there before the doors open.

Declared Missing is being built alongside its earliest community. Follow the Founders Program to hear first when testing and early access open.