REC CRYPTID MANAGER // DEV FEED BUILD 0.1 · PRE-PROD
Longarms cryptid on night-vision in a warehouse

Elo Studios · Development Tracker

Cryptid
ManagerDev Tracker · Road to Steam

An asymmetric night-vision stealth-horror game where you play the cryptid, hiding from a ghost-hunting livestreamer. This page tracks what's built, what's next, and the path to shipping.

PHASE · 0 → 1 · Pre-Production → Vertical Slice STATUS · ● ACTIVE ENGINE · Unity 6 TARGET · Steam (PC)

Signal 01 // Build Status

Where the build stands

A live read on each pillar. LOCKED = designed & done · SCAFFOLDED = code in, art/content pending · IN BUILD = actively being made · PLANNED = queued.

Core SystemsPrototype

Hunter AI FSM, Dread/Fear/Evidence, 7-trap toolkit, flashlight-blind, headless test suite — all real in the base build.

Design & DirectionLocked

"Prey, not predator" thesis, horror research, and the night-vision found-footage art bible are set.

Cryptid RosterConcepts Locked

4 cryptids designed with turnarounds + detail sheets. Modeling/rigging is the next step.

AudioScaffolded

AudioDirector + hunter tells + mixer snapshots in code, with placeholder SFX. Needs a real sound-design pass.

Night-Vision / PostScaffolded

Full-screen night-vision shader + reactive effect done (Built-in RP). URP migration unlocks the rest.

EnvironmentsPlanned

Procedural office/warehouse/mansion layouts exist as gray-box. Prop art + dread-beat templates to come.

Diegetic HUDPlanned

Debug HUD today. Target: a camera-overlay (REC/timestamp, recording-confidence, feed-distortion).

Livestream / ChatScaffolded

Fake-Twitch-chat writer's pass done — ~350 event-reactive lines + gated "knows-too-much" beats.

Steam / ReleasePlanned

Store page, Steamworks SDK, wishlists, demo — sequenced into Phases 3–5 below.

Signal 02 // The Roster

The cryptids

Four playable horrors, each tuned to a biome and a different flavor of dread. Concept turnarounds + detail sheets are locked; models are the Phase-1/2 build target.

Longarms
LongarmsWarehouse · LEAD

Over-articulated, elongated arms with a reversed second elbow. Signature: twin retroreflective eyeshine that catches the IR before the body resolves.

The Occupant
The OccupantOffice

A stillness-mimic that folds into office furniture and only moves when unobserved. Its tell is the absence of eyeshine where a creature's should glow.

Static Hollow
Static HollowFeed-native

A body made of feed corruption — scanline tears, datamosh, RGB split. It crashes the stream itself, making the medium part of the monster.

The Guest
The GuestMansion · rare

A near-human mimic that passes at a glance. The horror is the moment the mask slips — a smile a few centimeters too wide, eyes gone flat black.

Signal 03 // Roadmap

The road to Steam

Six phases from prototype to launch. Dates are deliberately left to team capacity rather than guessed — the sequence and exit criteria are the commitment.

Phase 0 · ✅ Largely completePre-Production

Prove the loop, lock the vision, design the cast.

  • Core loop & systems prototyped (hunter AI, Dread/Fear/Evidence, 7 traps, test suite).
  • Design thesis locked ("prey, not predator") + horror-design research.
  • Night-vision found-footage art bible defined.
  • Cryptid roster designed — Longarms (lead) + Occupant, Static Hollow, Guest.
  • Audio / night-vision / fake-chat scaffolded on a feature branch.

EXIT — an art-directed prototype with a locked creature. ✅ Reached.

Phase 1 · ◐ In progressVertical Slice

One polished level, end-to-end, that genuinely scares a stranger.

  • Migrate to URP; wire the night-vision post-stack + volumetric fog.
  • Real sound-design pass over the placeholder audio; hunter tells live.
  • Model → rig → animate Longarms; eyeshine shader; uncanny idle.
  • One finished biome (Office): dread-beat rooms, prop art, lighting.
  • Diegetic camera HUD; fake-chat live and event-paced.

EXIT — a 5–10 min slice that's trailer-able and makes people flinch.

Phase 2 · ○ PlannedContent & Systems

All the cryptids, all the biomes, all the traps — for real.

  • Model/rig the other 3 cryptids; per-cryptid abilities tied to Fear/Evidence/Dread.
  • All 3 biomes with authored dread-beats + prop sets.
  • 7 traps with art + audio + the Fear-vs-Evidence weighting rule.
  • Multi-hunter, difficulty, menace-gauge pacing; full dynamic audio mix.

EXIT — feature-complete content; every cryptid & biome playable.

Phase 3 · ○ PlannedAlpha — Feature Complete

Everything in, plumbed to Steam.

  • Meta layer: unlocks/progression, match modifiers, cosmetics.
  • Settings, accessibility (flicker safety per WCAG), rebinding, controller.
  • Steamworks SDK: achievements, cloud saves, rich presence, stats.
  • Save/serialization.

EXIT — content-locked, systems-complete, Steam plumbing working.

Phase 4 · ○ PlannedBeta & Polish

Balance the asymmetry, harden the build, build the wishlist.

  • Closed → open playtests; tune cryptid-vs-hunter balance.
  • Performance/optimization; bug triage; QA on the test harness.
  • Localization; a built-in streamer/capture mode (on-theme).
  • Store page live; wishlist campaign; demo for Steam Next Fest.

EXIT — release candidate with wishlist momentum.

Phase 5 · ○ PlannedSteam Launch 🎯

Ship it — and lean into the streamers it was built for.

  • Launch trailer; press & creator keys (this game is made for streams).
  • Early Access or 1.0 call; day-one patch ready.
  • Post-launch cadence: new cryptids/biomes, community events.

EXIT — live on Steam. 🎯

Signal 04 // The World

Three biomes, one dread

Each level is a procedural interior seeded with authored dread-beats and shot through the hunter's night-vision feed. Its resident cryptid is somewhere in frame — usually before you notice.

Office biome — night-vision cubicle farm with The Occupant
BIOME 01 · THE OFFICEThe Occupant, hiding in the furniture
Warehouse biome — Longarms eyeshine down the aisle
BIOME 02 · THE WAREHOUSELongarms — eyes in the dark before the body
Mansion biome — The Guest down the grand hall
BIOME 03 · THE MANSIONThe Guest, watching from the end of the hall

Signal 05 // The Toolkit

Seven traps

The cryptid's whole offense. Dread is spent to place ambiguous, deniable scares (which build Fear) or loud, filmable ones (which raise Evidence risk) — that split is the strategy.

The seven traps as cursed-gadget props
TRAP CATALOGtripwire · light-switch · audio-decoy · freeze · ink-cloud · scream-box · mirror-shard

Signal 06 // The Pitch, In One Frame

Caught on camera

The whole game in a single beat: the cryptid, lunging into the ghost-hunter's night-vision lens. This is the feeling every system serves.

The cryptid caught on the hunter's night-vision camera in an office
NV-03 · THE MONEY SHOT▲ REC · you are the thing on the tape

Signal 07 // Next Up

Immediate next steps

Design north star

Every decision answers one question: does it make the player feel more like prey being watched? If not, it's cut.