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Faceless Residence

NERIVERSE / ORIGINAL GAMES

A FIRST-PERSON PSYCHOLOGICAL HORROR GAME

The house remembers their faces.
They no longer do.

PCFIRST-PERSON HORRORPUZZLES + SURVIVALUNREAL ENGINE 5
Faceless mannequin captured in the game build
Something in the room is looking back.
Red-lit corridor inside the residence
01 / THE STORY

A residence built to hide what happened inside.

You enter an isolated house where an orphanage, a laboratory and something harder to explain seem to occupy the same past. The people who came here have lost more than their way out. Their identities — even the memory of their faces — are slipping away.

To leave, you must read the rooms, follow the traces of those who were here before you and confront the presence that still inhabits the residence. The truth is buried in what the house shows you, and in what it refuses to show.

THE MYSTERY IS PERSONAL. THE HOUSE IS NOT EMPTY.
02 / THE FEELING

The fear of being watched.

A mannequin at the end of a corridor. A figure that was somewhere else a moment ago. A room that changes when the lights go out. Faceless Residence makes observation part of the danger: sometimes looking is how you survive; sometimes it is exactly what the threat wants.

03 / GAMEPLAY

Read the house.
Change its rules.

The gameplay loop links spatial exploration, meaningful puzzles and pressure from things that refuse to stay still.

01 / NOTICE

Explore & observe

Search rooms, corridors and hidden routes. Objects and staged scenes point toward what happened here.

02 / CONNECT

Follow the clues

Emblems, notes, keys and masks connect the present house with the lives it absorbed.

03 / ALTER

Use light & space

Switch the light, change what can be seen and use the environment to open the next path.

04 / ESCAPE

Survive the response

Moving forward provokes a reaction. Watch, evade, improvise or confront what finds you.

GAMEPLAY / CAPTURED FROM THE BUILD

See the residence move.

Two short development captures: an encounter with the faceless figures and a walk through the residence’s spaces.

01 / The encounter17-second silent loop
02 / Inside the residence25-second silent loop

Footage recorded in development builds. Brightness and framing were adjusted for the web; environments and systems may change before release.

04 / THE PUZZLES

A clue is never just a lock.

The residence is designed around clues that belong to its history. A symbol projected onto a wall, a missing valve, a key revealed when the lights are off: solving a room means understanding why it exists, not merely finding the next combination.

DESIGN INTENT Puzzle connections and story context are being refined as development continues.
05 / WHAT WAITS INSIDE

The residence has its own witnesses.

Room filled with faceless mannequins

THE MANNEQUINS

Still, until they aren’t.

Faceless figures turn familiar rooms into unstable spaces. Their positions, gestures and disappearances can warn, mislead or trap you.

Faceless mannequin beside a blue-lit screen in the development build

THE BLUE ROOM

A silhouette in cold light.

A screen casts blue light over a faceless mannequin in this development-build room. The composition uses light and silhouette to make an ordinary interior feel uneasy.

Deer-masked figure in the game build

THE MASKS

Faces borrowed from something else.

Animal masks recur in the game’s imagery and story material. The deer is one of the figures encountered in the development build; the wider mythology is still being shaped.

07 / THE CRAFT

An authored nightmare in real time.

Faceless Residence is developed in Unreal Engine 5. Its fear depends on how space, lighting, sound, interaction and encounter timing work together — the room is not just the backdrop for the scare; it is part of the mechanic.

WORLDA house with hidden routes and a layered past.
INTERACTIONLight, objects, symbols and environmental clues.
THREATSFaceless mannequins and masked figures.
MOODUncertainty before impact; observation before action.
08 / THE CREATOR

Created by Neriverso.

Neriverso is a Brazilian independent studio and media platform led by journalist and game developer Neri Neto. Faceless Residence is one of its original game worlds, developed through hands-on experimentation with real-time storytelling, art and gameplay.

09 / WHERE THE PROJECT IS

A real build.
A larger story ahead.

The project has an Unreal Engine foundation, authored spaces, encounters, puzzle work and an official Steam page. The complete connected campaign and final presentation are still in development. This page shows the direction and honest evidence of the work, not a promise that every documented idea is already playable.

NOW

Playable foundation

First-person exploration, built spaces and visible encounter and puzzle systems.

IN PROGRESS

Connected experience

Bringing clues, puzzles, threats and story beats into a coherent journey.

TOWARD RELEASE

Final game

Polish, pacing, presentation and the full narrative experience.

FOLLOW THE RESIDENCE

Not every door leads out.

Visit the official Steam page to follow Faceless Residence and its path toward release.

FACELESS RESIDENCE ON STEAM ↗