Hey everyone!
We’re back again with a brand-new project, something tense, strategic, atmospheric, and built from the ground up for all players, including those who rely on audio and accessibility features.
Imagine a blend of rogue-like exploration, stealth, looting, and strategy, all wrapped inside a mysterious sci-fi facility where you are always being watched.
In this dynamic world, your goal is simple:
Collect valuable items, plan your escape, and outsmart the surveillance system that hunts you.
But be warned:
Your footsteps can give away your location
You must move fast, but quietly
The drones patrolling the halls rely on sensors, not light… so you will be navigating using sound, awareness, and smart decision-making
And as always, accessibility is at the core of our design.
The game is fully playable and enjoyable by visually impaired players, with carefully crafted audio cues and navigation support.
We’re preparing to open testing soon, and we’re looking for Android & iOS testers who want to:
Give feedback
Suggest improvements
Help us shape the final product
If that sounds exciting, or if you simply want to stay updated on progress, sneak peeks, dev logs, and our release roadmap. Join our Discord community!
While You Wait - If you enjoy skill-based audio games or memory challenges, check out Echo Chain - a fast, fun, “repeat and build the sequence” experience that will truly test your reflexes and memory.
Discord: https://discord.gg/ZUhyeYdXVk
Echo Chain: https://apps.apple.com/app/echo-chain-multiplayer/id6751758104
Sneak Peek: https://youtube.com/shorts/_dbGLnOw48s
What's the single best thing you want from a stealth rogue-like game ?
Comments
Sneeze already!
I'm not exactly sure why the character is breathing the way they are in that video, but you may want to clean up the audio a little. It sounds like they are trying to clear their nose, or are about to sneeze.
Definitely not targeting the blind
I heard that video earlier and had absolutely no idea what all the sometimes pitch bent heavy breathing was supposed to mean. Was going to comment here but decided not to because the subject of my comment would definitely be something like the innuendo in another comment that got removed that I posted to a thread with a suggestive title a couple of days ago.
does it have any combat or battleing action
does it has combat or fighting in this interesting game?
Feedback
Thanks a lot for the feedback.
As mentioned in the original post, we’re getting close to the testing phase, and we’ll be addressing any issues or concerns that come up from early impressions.
I’m curious though you mentioned the game is “definitely not targeting the blind.”
Could you clarify why you feel that way?
Is it the heavy breathing audio, or because the video was unclear?
Understanding this will really help us refine things.
The game doesn’t include any combat or fighting. The fun comes from stealth, strategy, listening, and making smart decisions under pressure. We’re putting accessibility at the core, just like our previous project.
Thanks again for taking the time to share your thoughts , it genuinely helps.
Totally unclear
You only have to listen to the video without actually watching it, assuming there's even something to watch, and you'll notice that there's absolutely no way to tell what exactly is going on, not to mention that the audio itself is just more immersive as the audio in Wolfenstein 3D was in 1992. I mean positional audio in Wolfenstein 3D was limited to hard left, hard right, or center playback on stereo sound cards, so you get some points for at least providing some panning like in Doom, a 1993 game, but in this day and age I would expect minimally immersive positional audio, which is simply not there.
It is possible, and I can confirm that if you wish, that Apple's `AVFoundation` framework already provides everything you need to get spatial audio right, meaning all you need to do is specify exactly where all the sound sources are positioned and the framework will do all the heavy lifting, plus you may even benefit from head position tracking on all currently available AirPods and most Beats headphones, making the experience truly immersive with the accelerometers and gyroscopes on the headphones themselves providing the aural virtual reality experience. Apple's own game engine frameworks like RealityKit and SceneKit take advantage of these features so you may want to look into those.
Feedback
Just to clarify, the short 20-second clip isn’t meant to showcase gameplay, audio systems, or accessibility features. It’s not a trailer; it was simply a small development teaser to show that work is in progress. None of the proper spatial audio, cueing, interactions, or mechanics are demonstrated there yet.
That said, your points about positional audio and immersive spatialization are valid. We’re still deep in development, and audio is one of the major areas we’ll be refining as we move into testing. Also, thanks for the recommendation about AVFoundation and Apple’s spatial audio pipeline - definitely helpful.
If you’re open to it, we’d really value your input during the testing phase. You sound experienced with accessibility and audio frameworks, and that kind of perspective would be great to have. You’re welcome to join our Discord community if you’d like to follow progress or offer feedback as we go.
You can also check out our recent project, Echo Chain - it’s a Simon-style memory game, but we added some twists that players have really enjoyed, that we think beats similar games from the 1990s.
Thanks again for sharing your thoughts!
Re: Breathing
I would also recommend you clean up the breathing audio. If we are to go by that teaser, it sounds like when the character is breathing, that audio clip is overwriting all other audio, which might make the game difficult to play for those of us who depend on audio.