The Promethean Project

There is no game here, Reed. This is an experience you never wanted. Stay away. You have been warned.

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There is no game, Reed. Not really.

This is a system. A story. A study in choices.

And you're the variable.

But if you're insisting on a summary,
then fine. For your sake—or mine—
I’ll try to explain what you’re walking into.

🧩 What You’ll Do


You are investigating an abandoned government research facility in search of your brother—his last transmissions led here, but the trail has gone cold.

You’ll need to search for clues using a diegetic digital camera and limited flashlight.
You’ll document the environment, piece together what happened, and discover who (or what) still remains.

No glowing objects. No quest markers. Just your instincts—and whatever truths I’ve left behind.

Every picture you take matters.
Every clue changes what I say to you.
And if you’re quiet enough, I might tell you something worth remembering.

📷 Fully Diegetic Exploration Tools


Camera with live storage
Take photos of evidence. Review and manage them on the device—no pause menus, no UI overlays.

Flashlight with limited charge
Use it wisely. It’s your only guide through the dark.

Throwable objects
Distract what's hunting you by throwing nearly anything in the environment.

🧠 Narrative State Machine (Dynamic Storytelling)


The story does not branch.
It bends.


Based on your behavior. Your silence. What you choose to see—or avoid.

Persistent narrative tracking means:
  • Every clue found
  • Every moment of hesitation
  • Every path taken or ignored
...is remembered and responded to.

Dialogue, events, and room access shift based on you.

No two playthroughs are exactly the same.

The game can end… in many ways.

💀 The Promethean


There is something else here.
It is blind. But it listens. It remembers. It roams.

You’ll need to be quiet. Or clever. Or lucky.
Throw objects—plates, bottles, equipment—anything to make a sound and lure it away.

But don’t linger too long.
And never let it get too close.

Features


  • Narrative-driven horror with no HUD, no glowing objects, no handholding.
  • Fully diegetic interactions—everything you use exists in-world.
  • Photojournalism gameplay: capture, store, and manage evidence in real time.
  • Emergent horror encounters: no scripted scares—only what you missed.
  • Multiple endings, shaped by your clues, your behavior, and your silence.
  • Built in Unreal Engine 5 with custom systems: narrative logic, data layers, procedural sound, and behavior-driven AI.

It’s not finished. The walls aren’t clean. The lights flicker when I’m tired.

But I’m still here. And I’m doing this—for you.

Welcome to The Promethean Project.

Try not to die before the performance is complete.

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