
Lost
Signal.
Day 1. The graveyard shift at an isolated relay station. Your only lifeline is a two-way radio. But at 1:00 AM, the static changes.
The First Night
It was supposed to be the easiest job in the world. A solitary night watchman position at a decommissioned communications facility miles away from civilization. The instructions left by the previous guard were simple: keep the generator running, check the perimeter monitors, and report in via the two-way radio every hour.
You make your coffee. You sit in the cramped security booth. You wait.
"Never ignore the static. If the frequency drops, lock the booth.“
But at exactly 1:00 AM, the routine shatters. The radio on your desk crackles to life. It isn‘t dispatch. It isn't interference. The white noise morphs into slow, methodical whispers. The cameras start showing blind spots that weren't there a minute ago. You are completely alone, but the radio suggests otherwise.
Lost Signal is a stealth-based psychological horror experience where your main tool—the radio—is also your greatest enemy.

SAD
Sad isn’t a detective, a soldier, or a hero. He‘s just a guy desperate enough for cash to take the graveyard shift nobody else wanted.
The Only Lifeline: His sole connection to the outside world is a cheap, battery-drained radio. As the night progresses, he must choose between keeping it on to hear *them* coming, or turning it off to save his sanity.
Unprepared: He has no weapons. His only defense is a flickering flashlight, hiding under desks, and the desperate hope that morning will eventually come.
The First Day Toll: This is Day 1. He doesn't know the layout of the facility perfectly. Every shadow looks like a threat, and panic is his default state of mind.
DAS
Not a person. A localized anomaly trapped between dead frequencies.
It doesn't cast a shadow. It doesn‘t trigger the motion sensors.
Do not speak into the radio. It is listening.