Project Sekai

Deadcam (Demo)

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Deadcam (Demo) is a short first‑person horror experience that blends found‑footage tension with interactive exploration. The player is placed in an abandoned rural house connected to the disappearance of a paranormal TV crew. Instead of directly confronting the unknown, the game focuses on observing events through a head‑mounted camera feed belonging to one of the missing crew members, Margo. This feed appears on a screen overlay and updates in real time, revealing both her perspective and hints about her location. The eerie setting, dim lighting, and constant static interference work together to create an atmosphere that feels unstable and dangerous from the start.

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Deadcam (Demo) is a short first‑person horror experience that blends found‑footage tension with interactive exploration. The player is placed in an abandoned rural house connected to the disappearance of a paranormal TV crew. Instead of directly confronting the unknown, the game focuses on observing events through a head‑mounted camera feed belonging to one of the missing crew members, Margo. This feed appears on a screen overlay and updates in real time, revealing both her perspective and hints about her location. The eerie setting, dim lighting, and constant static interference work together to create an atmosphere that feels unstable and dangerous from the start.

Premise And Atmosphere

From the first moments, the demo builds its tension around the relationship between the player and Margo’s live camera signal. You are tasked with moving through the house while monitoring her feed for signs of movement or sudden changes in her behavior. The space itself feels claustrophobic, with tight corridors, boarded‑up windows, and unsettling silences broken only by distant creaks or static bursts. Because visibility is limited, you are never sure if Margo is nearby until the feed changes unexpectedly, forcing you to decide whether to approach, hide, or retreat.

Core Gameplay Features

The main interactive elements of Deadcam (Demo) include:

·         Tracking Margo’s movements using her live facecam feed

·         Navigating the confined rooms of the house while avoiding detection

·         Listening for subtle audio cues that reveal her position

·         Using the environment for cover when she is too close

·         Reacting quickly to sudden feed changes that can signal danger

These mechanics emphasize caution over confrontation, making every step through the house feel like a calculated risk.

Tension Through Observation

Instead of scripted scares, Deadcam (Demo) relies on the unpredictability of Margo’s AI and the timing of her appearances. The feed can flicker, distort, or briefly vanish, leaving the player unsure of her exact location. Staying too close to where she last appeared can quickly lead to a direct encounter, while moving too far away risks losing track of her entirely. This constant need to balance awareness with distance creates a slow‑burn suspense that deepens as the short demo progresses toward its end.

Lasting Impression And Potential

Although brief, Deadcam (Demo) leaves a strong impression by showing how a simple mechanic—observing another character through a live camera feed—can carry an entire horror experience. The confined space, analog horror aesthetic, and unpredictable AI work together to create a sense of danger without relying on heavy action. As a preview of a larger game, it demonstrates clear potential for expanded areas, more varied encounters, and a richer story that builds on the unsettling foundation of this early version.

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