BLOOD & SILENCE
A survival horror game about a woman who survived the worst thing. Set in Ashvale. Coming June 25, 2026.
2026
2026
WIN64 · LINUX
EPIC GAMES
ASHVALE
Ashvale is a city of two million people built on a lie maintained so long it has become infrastructure. Victorian gothic architecture alongside 1990s brutalist concrete. A city designed to look like one that could still be saved.
Every last Saturday of the month, from 23:00 to 05:00, emergency dispatch goes dark across three districts. The Municipal Resource Optimisation Protocol, Section 14-B. A budget measure, says City Hall. What it actually means: those parts of the city belong to whoever is strong enough to hold them.
"She is not going to be a hero. She is going to be the thing that happens to people who thought they were safe."
City Hall at the crown. The face the city shows. Mayor Crane's window faces west.
14 Ashburn Lane. Where the Cole family lived. The game's emotional anchor.
Mara's safe house. People surviving. Different from living.
Carvelo network operates openly. Grey Night's most dangerous zone.
Industrial waterfront. The Dock Works. Where the game ends.
Where police officers live. Clean. Functional. Morally inert.
The People of Ashvale
A cast defined by what they have lost, what they protect, and what they have become capable of doing.
Thirty-four. Payroll administrator. Mother. She watched her husband Thomas and daughter Lily murdered in front of her, survived a shallow grave, and spent eight months doing the only thing she had left: moving forward. She is not strong. She is not trained. She is so fundamentally broken that the only thing keeping her upright is the specific, cold weight of what she has decided to do.
Regional Director of Distribution, Carvelo Synthetic Network. He initialled the order to destroy the Cole family the same afternoon he approved a freight contract and ate a lunch he has no memory of. He is not a monster. He is a manager of systems who processes decisions involving other people's lives with the same disengaged efficiency he brings to shipping contracts.
Harrow is not a boss fight. He is a sustained presence across multiple acts. He follows blood trails, broken glass, disturbed surfaces, and the sound of Mara's breathing. He cannot be killed — shooting him makes him stop, assess where the shot came from with professional calm, and continue. His sub-frequency audio signature begins 20 seconds before he enters a space.
Three terms. Signed Section 14-B knowing what it meant. Has been taking Vane's money since the second election. His confrontation with Mara is not a combat encounter — it is a contained room, a gun, and a man who has never been held accountable for anything.
Operational enforcer. He led the attack on Ashburn Lane. He saw Mara breathing in the grave and determined it would "resolve itself." The expression on his face when he recognises her — mild, administrative, slightly inconvenienced — is the most important single moment in Act 2.
Act 3 mid-boss. The fight in the Ellery Street parking structure — the worst eight minutes of the game. The forearm wound. The permanent limp from the knee impact. Neither injury heals. They are permanent record.
Gameplay Systems
Every mechanic exists to serve one emotional truth: make the player feel the cost of every single thing Mara does.
TRAUMA & ADAPTATION
There is no skill tree. The system tracks what the experience is doing to Mara — her aim-shake reducing not from training, but from necessity. Psychological Degradation accumulates with specific events. Certain things cost Mara something permanent.
HARROW STALKER SYSTEM
Full sensory AI: vision cones affected by lighting and fog, hearing via sound propagation physics, blood trail tracking. Harrow's detection radius is 900cm by default. His sub-frequency cue fires 20 seconds before NavMesh enters the player's zone.
BREATH-HOLD MECHANIC
In tight spaces and during Harrow sequences, Mara's breathing becomes involuntary and audible. A held button suppresses it. Holding too long causes an involuntary gasp that may reveal her position. Panic increases oxygen consumption rate.
GREY NIGHT PROTOCOL
Every last Saturday, 23:00–05:00: emergency dispatch dark. Enemy density triples. Masked independent factions emerge. The acoustic transformation precedes the visual one — city sounds drain in the 20 minutes before 23:00 like a tide going out.
WOUND SYSTEM
Wounds accrue persistent debuffs if untreated. A wounded Mara leaves blood trails on specific surfaces which Harrow can track. Wound wrapping reduces trail intensity. Crafting treatment under threat is interruptable — the game never pauses for safety.
AUDIO-FIRST DESIGN
Sound propagates through walls, attenuates with distance, reflects off hard surfaces. Gunshots in enclosed spaces generate real reverb. The game does not reward violence with music. The silence after a firefight has specific weight. This is by design.
Roadmap to Launch
Q3–Q4
Studio Founded · Pre-Production
Netrigo Game Studios established in Türkiye. GDD written. Core engine architecture defined. UE5.7.4 selected. Prototype systems (Harrow AI, acoustic propagation) implemented.
Q1–Q3
Production — Core Systems
Trauma & Adaptation system complete. Grey Night Protocol implemented. All 6 Ashvale districts blocked out. Mara's full animation state machine. Wound system. Breath-hold mechanic.
Q4
Production — Content
All 5 acts scripted and in-engine. All major character encounters built. Harrow full encounter sequences complete. Audio engine at 100% implementation. DualSense integration.
Q1–Q2
QA, Submission & Launch
Platform submissions (Steam, Epic Games). Full QA pass. Accessibility review. Press preview period. Launch: June 25, 2026 — Steam & Epic Games simultaneously.
WISHLIST
NOW
Add Blood & Silence to your Steam wishlist and get notified the moment it launches. A standalone free demo releases ten days before — June 15 — on all supported stores.
Frequently Asked
Unreal Engine 5.7.4. Custom audio propagation system, Blueprint-based Harrow stalker AI, dynamic Lumen lighting that directly affects enemy behaviour, and a Trauma & Adaptation framework replacing traditional skill trees.
June 25, 2026. Available on PC only — Steam and Epic Games Store (Windows 64-bit & Linux) simultaneously at launch.
PC only — Steam and Epic Games Store (Windows 64-bit & Linux). Launching simultaneously in June 25, 2026.
No. Blood & Silence is a single-player experience. The entire design — the sound system, the AI, the Trauma & Adaptation mechanics — is built around one person's survival.
Mature 17+. The game contains extreme violence, psychological horror, and themes of grief. Difficulty modes (Story / Survivor / Grounded) adjust challenge, not content.
Story — Reduced enemy lethality, extended Harrow search times. Survivor — Intended balance, the authored experience. Grounded — Maximum scarcity, one-shot kills, no HUD damage indicators. Each preset is a fixed authored experience. No sub-sliders.