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DECAYLIGHT
Plate S

A studio built around one question

What happens if the game is genuinely listening? Not reacting to a trigger — listening, keeping what it hears, and eventually using it. Everything we make comes back to that.

Decaylight Studios is independent and small. We write the code, model the assets, cut the audio, and answer the email. There is no publisher setting a date, which is the only reason the build status page on this site can be honest.

Our first game is Signal Rot: four-player co-op horror set in 1987 beneath the Qattara Depression, where a buried archive hunts the crew by the sound of their real voices and slowly gets better at reproducing them. It runs on Unity 6.3 LTS with FishNet and Steamworks.NET, targeting Windows on Steam at €4.99.

The name is the thesis. Decaylight is the last usable light coming off something that is already going. It is what a resin torch gives you three hundred metres down, and it is roughly how much certainty you get to work with in one of our games.

Camp Ibis: supply tents, a briefing table and the lit descent collar cut into the desert floor
Camp IbisThe surface station. The only place above ground where the archive cannot hear you clearly.

Plate 01

How we work

  1. 01

    The horror has to be a system

    Anyone can script a loud noise at the end of a corridor. We are interested in creatures that only act on what they could genuinely sense, so that the tension comes from the player's own behaviour rather than from a trigger volume they will learn in one run.

  2. 02

    Say what is actually built

    Our build status page lists the unfinished half as well as the finished one. Features that do not work stay disabled in the game and unclaimed on this site. We would rather be believed later than hyped now.

  3. 03

    Retro presentation, modern craft

    Grain, fog, warm torchlight and analog instability are presentation. They are never an excuse for weak modelling. We removed our own PS1-era asset limits when we realised they were letting bad geometry hide behind a style.

  4. 04

    The players make the comedy

    Someone throws the torch in a panic and hits a teammate. Someone announces that they know exactly how this monster works and dies five seconds later. We build the straight man. The crew brings the jokes.


Plate 02

Things we will not do

Short list, kept short on purpose. It is easier to hold five lines than a manifesto.

  • No fake reviews, invented awards, player counts or 'trusted by' walls.
  • No release date until we can hold it.
  • No monster that receives player positions for free.
  • No microtransactions, no battle pass, no season model.
  • No goofy monsters. The world stays serious so the crew can be funny.

Working with us

Press, creators, festivals, publishers and porting partners all reach the same three inboxes, and all three arrive at the same desk. Build access and capsule assets are available on request once you tell us what you are covering.