Scuro Games

Memory can be edited. Guilt cannot. A neo-noir detective game from Scuro Games, in development for PC.

scuro

/ˈsku.ro/ adj., Italian

1. dark. 2. hard to make out. 3. of a studio: Scuro Games, an independent studio of two, making narrative games about what people would rather not look at.

Scuro Games is Aleksandr Katelnikov and Anna Dudina. We build in Unity, write every line in Ink, and keep each case in editable data, so the writing and the systems grow together. Loose Threads is our first game.

Adrian's PI office, in-engine background
PI office, the Stacks

He is a suspect in his own case file.

A private investigator's implant records everything he sees. His friend is murdered, and the night she died is missing from the recording.

The Basin is a city in a rain sink where the water never fully drains. Paper files and rusted lifts sit next to implants that record, filter and rewrite memory. Courts accept a reconstructed memory as a lead, never as proof.

Nineteen cases in one city. Every tool that recovers the truth damages the memory it came from, and nothing resets between cases.

combatopen worldsupernaturalit was all a dream

Loud evidence lies. Quiet evidence doesn't.

An old door latch
Old latch
Two cups on a table
Two cups
Nothing on this wall is marked as a decoy. Some of it was put here to be found. The board won't tell you which. It only tells you when your case is not ready.
A printed rain log
Rain log, 02:10
A crumpled bodega receipt
Bodega receipt

Every case, the same five moves:

  1. Search1
  2. Reconstruct2
  3. Pin3
  4. Pull4
  5. Commit5
  1. 1Walk the scene and talk to people. Pick up what nobody bothered to hide.
  2. 2Replay memories through implant tools. Each replay wears the memory down.
  3. 3Put evidence on the Thread Board. Decoys look exactly like clues.
  4. 4Stretch threads between cards. True links go taut. False ones fray and snap.
  5. 5Name someone, or leave the case honestly open. It is always your call.

The tools never say you're right.

Verity Playback

Mark each memory segment Sound or Frayed. It records your claim and never corrects it.

The Overlay

Lay two pieces of evidence over each other. The best it will ever say is PROBABLE. Accepting it is your signature.

The Timeline

Order receipts, rain logs and camera clocks. It always resolves, and what it shows you is a gap.

The Lockwork

Breach analog locks and digital systems by feel, and by codes you remember seeing.

Static

Every reconstruction adds noise to the memory it used. Static never goes down, and the ending reads it.

The Thread Board

Where it all gets pinned. A board woven through decoys can look finished too.

Hear it first.

One letter when something real happens: the demo, the Steam page, a new case. Nothing in between.

Press, questions, or thoughts on the demo:

hello@scuro.games
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