
The house remembers their faces.
They no longer do.


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 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.
Read the house.
Change its rules.
The gameplay loop links spatial exploration, meaningful puzzles and pressure from things that refuse to stay still.
Explore & observe
Search rooms, corridors and hidden routes. Objects and staged scenes point toward what happened here.
Follow the clues
Emblems, notes, keys and masks connect the present house with the lives it absorbed.
Use light & space
Switch the light, change what can be seen and use the environment to open the next path.
Survive the response
Moving forward provokes a reaction. Watch, evade, improvise or confront what finds you.
See the residence move.
Two short development captures: an encounter with the faceless figures and a walk through the residence’s spaces.
Footage recorded in development builds. Brightness and framing were adjusted for the web; environments and systems may change before release.
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.
The residence has its own witnesses.
Still, until they aren’t.
Faceless figures turn familiar rooms into unstable spaces. Their positions, gestures and disappearances can warn, mislead or trap you.
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.
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.
Captured from
the build.
Selected frames from the Unreal Engine project show the residence’s spaces, encounters and visual language taking shape.







Development-build captures. Visuals, systems and content may change before release.
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.
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.
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.
Playable foundation
First-person exploration, built spaces and visible encounter and puzzle systems.
Connected experience
Bringing clues, puzzles, threats and story beats into a coherent journey.
Final game
Polish, pacing, presentation and the full narrative experience.
Not every door leads out.
Visit the official Steam page to follow Faceless Residence and its path toward release.
