Dev Log — Missing Echo v0.1


Project Status: Early Narrative Prototype

Build: Linear One-Time Playthrough
Chapter: Prologue 0 — “Awake”
Universe: Inspired by The Mandela Catalogue

📢Name Change Notice

Some of you may remember this project under its old working title: Dread Factory. That name was originally chosen as a placeholder when the core concept was still in flux.

Now that the story direction has become clear and deeply tied to themes of identity, memory, and analog horror, we’re officially renaming the game to Missing Echo.

We believe this title better reflects the tone and mystery of the experience we're crafting. Thanks for sticking with us through this early development phase — we’re just getting started.


Overview

Welcome to the first peek into Missing Echo, a psychological horror game unfolding within a world inspired by The Mandela Catalogue. Version 0.1 introduces the Prologue, a tightly designed, linear horror experience meant to set the mood, mechanics, and mystery.

Narrative Flow

Emotional Arc: Confusion → Curiosity → Warning → Shock → Escape

Prologue: “Awake”

Scene Setup (No Timeline, Event Chain Only)

Minimal Assets:

  • A dim living room

  • CRT TV (snowy static texture + black screen material)

  • Tripod camera

  • Flashing remote control

  • Monster-face entity model

  • Audio for landline phone

1. Initial State

  • Player wakes up alone on the couch

  • Only light source: a snowy TV screen

  • On-screen white text: “Where are you?” — remains static

2. Free Exploration

  • A flashing remote control on the coffee table (requires batteries)

  • Player scavenges batteries from drawers/cabinets

  • Once powered, a tripod camera becomes inspectable

    • Screen prompts: “No tape installed”

    • Establishes early narrative mystery

3. Phone Sequence

  • After inspecting the camera or lingering in the living room, the landline rings

  • Picking it up triggers a shaky female voice:

    “Why did you come back?... Get out of there!”
  • Line cuts. Lights flicker once — tension rises

4. TV Remote Interaction

After the phone call, the TV shuts off. Using the remote:

  • First Press (E): TV reactivates with static + red text: RUN

  • Second Press: TV turns off (full black, room darker)

  • Third Press: TV turns on to pure black screen (backlight only)

5. Face Reveal

  • After 1 second of black screen, a giant silent face fills the TV

  • Rules:

    • If the player looks at it → it stays

    • If the player turns away → the next phase triggers

6. Terror Burst & Chase

  • TV emits a loud BANG, screen cracks

  • Lights strobe violently

  • The monster materializes from the TV with a piercing shriek

  • Front door bursts open, chains unwrapping themselves

  • Only escape: through the yard gate

  • Monster chases (low AI, pressure only). Hesitate = Game Over

7. Prologue Ends

  • Escaping the gate cuts to black

  • Game logo or “Chapter 1” appears

  • Leaves 3 open questions:

    • What’s on the missing tape?

    • Can the camera and remote be used later to survive?

    • Who was the caller, and why say: “You came back again”?

Notes from the Dev

This early build is meant to experiment with tension, minimalist storytelling, and atmospheric horror in a style inspired by the analog horror genre. The Mandela-style unease and slow-burning dread are core to the tone. Future builds will expand the lore, interactions, and player choices.

Feedback

We'd love your thoughts on this first prototype. What creeped you out? What left you curious? Let us know here or on the community page.

Thanks for playing, and remember:

Some echoes weren’t meant to be heard.


Files

UDF_WIN64.7z 1.6 GB
Version 1 2 days ago

Get Dread Factory

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