Check The Corridor
Every corridor is checked against a clean reference. If anything in it is wrong, turn back. Get it wrong and Halloran pulls you back a door.
Veilward Studios makes first-person horror: industrial, uneasy, and built to reward the player who keeps looking. Our first game, VOX QUINTA: False Signal, is coming to Steam.
One of five crew members is an impostor. Take air samples, compare duty records, and inspect the sealed corridors of Kepler Yard. Something can copy the voices on your radio. Find the carrier, then decide what comes out with it.
The next project is still in the dark, and we won't promise it before VOX QUINTA: False Signal is done. Follow us on Steam and X to hear when that changes.
Your job sounds simple: identify which of five crew members no longer matches their records. But taking a sample means facing the wall, and something behind you has learned a familiar voice.
Every corridor is checked against a clean reference. If anything in it is wrong, turn back. Get it wrong and Halloran pulls you back a door.
At the amber port halfway down, stand with your back to the hall. Each sample rules names out.
Read air samples, duty cards and radio records together. The radio is case evidence, not a corridor verdict, and not every voice on it is who it says it is.
Find the carrier. Then decide, knowing the cost of each door, what leaves Section 7 with it.
All five answered the morning roll call. One of them had only learned the line.
The actual lines from the game, in English and Turkish.
Unedited in-engine captures. Click any image to enlarge.
Air samples, physical duty cards and radio records, read together. No inventory: evidence is read, not collected.
Every corridor is held against the one you know. If anything is wrong, turn back.
A different one every shift, and the evidence changes with it.
Each door's cost is stated in the story before you choose. And there is a way out you can discover and prepare yourself.
Interface, full voice and subtitles in both languages.
Full controller support; subtitle, flash, shake, FOV and motion-blur options; a photosensitivity warning before the first flash.
We are an independent studio making quiet, dark first-person games about places that don't explain themselves.
VOX QUINTA: False Signal is our first game.
The station never explains itself. One person talks on the radio, because people talk. The player reads the rest.
Dark, contrasty and dense: pipes, cable trays, valves. Not empty rooms, but places where people worked shifts.
Our first loop fell over when two outside players got bored before the dark half. We threw out the door counting and rebuilt around a job, a suspect and a voice.
A different face and different evidence every shift.
A wrong corridor call no longer resets the shift; Halloran pulls you back one door. A shift is now four lit corridors and four dark ones. His rules line was re-recorded in both languages.
Air samples are now taken with a physical analyzer in your hands, and the result is read off the device instead of the screen.
VOX QUINTA: False Signal is now playable in English and Turkish. Every line of text is translated and every radio and PA line is re-voiced in Turkish.
After two outside players got bored of counting doors, we rebuilt the loop: a job, air sampling ports, a five-name duty roster and Halloran on the radio.
Wishlist VOX QUINTA: False Signal on Steam and Steam will tell you the day it comes out. No newsletter, no spam.
Wishlist on SteamDevelopment notes and announcements.
A single-player, first-person horror game. One of five crew members on a quarantined station is not who they were. You compare air samples, duty cards and radio records to find the carrier, then decide which door it leaves by.
Windows PC, on Steam. Full controller support.
Yes. The carrier wears a different one of the five identities every shift, and the evidence changes with it. We will publish a play length once outside players have been timed.
The old man in Control who talks you through the job. Not every voice on his channel is him.
English and Turkish: interface, full audio and subtitles in both.
Yes, pre-generated and edited by hand, and declared on Steam. Every radio and PA voice line (English and Turkish) and most sound effects and music were generated with ElevenLabs. Some organic growth props were shaped with an image-to-3D pipeline and finished in Blender. The opening stills were made with an image model. Nothing is generated while the game runs. Screenshots and the gameplay trailer on this site are unedited in-engine captures.
Write to contact@veilwardstudios.com. The press kit has the fact sheet, logos and screenshots.