RECALL NEWS is now live on Steam 📡
Signal acquired. Transmission online.
The official Steam page for RECALL NEWS is now open — and this is just the beginning.
RECALL NEWS is a co-op survival horror game for 1 to 4 players. You and your team are dropped into distorted zones where physical laws break down, signals get corrupted, and anomalies hunt those who don't belong.
You're not armed. You're not protected. You're “journalists,” equipped only with a flashlight, a radio, and your ability to survive together. 🔦
Your mission is unclear. Your memories are uncertain. But someone — or something — is watching what you discover. 📷
Explore six uniquely unstable zones. Navigate shifting geometry, failing light, and hostile presence. Gather strange artifacts and assemble a key to unlock the only way out. 🗝
No weapons. No guarantees.
Just the signal, and the people next to you.
RECALL NEWS launches Summer 2025
Add it to your wishlist on Steam and prepare to transmit.
Stay on the air. Stay alive.
Click here to play on Steam https://t.co/dOPH2VWRDf
#gamedev #game #SteamGame
🤫 Silence isn’t always safety.
You think silence keeps you hidden. But in some sectors, silence is a signal. If the zone doesn’t hear your voice, it makes one. Sometimes it sounds like you. Sometimes it says your name. And sometimes it’s waiting for you to answer.
https://t.co/8f7L5XxDlH
📡 The transmitter lies.
You say "I’m here," and hear "Me too"—your voice, your tone. But you haven’t said anything yet. Or maybe you already did. In the zone, time slips. And someone else is always ready to speak for you.
https://t.co/x9UpdHJDDs
🌀 Weekly Devlog — A story without a beginning.
There are no cutscenes. No tutorials. No traditional ending.
You enter. You extract. Or don’t.
Each time, the zone shifts. The missions repeat. The voices glitch. The items show marks you’ve seen before.
The story exists — but it’s not told. It accumulates.
This isn’t narrative. It’s echo. And if you begin to understand… you’ve probably been here before.
https://t.co/8f7L5XxDlH
🚐 The van returns on its own.
You didn’t call it, but the van is waiting at the exit. The engine is hot. The driver’s seat is empty. The reflection in the glass is wrong. If the van arrives alone—don’t get in. It’s not an exit. It’s a loop, and it wants to restart.
https://t.co/8f7L5Xybbf
👁 Weekly Devlog — Monsters don’t patrol.
There are no scripted enemies in Recall News. They don’t loop. They wait.
We wanted fear to feel unscripted. You’re never “safe between encounters.”
Some entities react to breath. Some to movement. Some only appear when another player makes a sound — not you.
They don’t hunt you to kill. They appear when the zone decides you’re not supposed to leave.
https://t.co/8f7L5Xybbf
🎒 The third object.
You submitted two items. The terminal counted three. No one added anything. When you tried to delete one, the terminal froze. Then whispered: STAYED. Your scout was never heard from again. But their voice still replies in broken recordings.
https://t.co/8f7L5XxDlH
🧩 Weekly Devlog — Artifacts are not loot.
You don’t collect junk. You participate in a ritual.
Objects affect the zone. Some amplify distortion. Some attract attention. Some unlock doors — but don’t close them behind you.
One item silences the zone. Another fills it with recorded screams.
Collecting is not about gain. It’s about risk. You won’t know what you triggered — until it’s too late.
Every artifact adds something. And the zone never forgets what you gave it.
https://t.co/8f7L5XxDlH
📻 Command doesn’t respond.
You hear the voice. It gives instructions. But then it shifts. Uses your teammate’s voice. Mentions items that don’t exist. This isn’t help—it’s surveillance. It’s waiting to see how you react to something that shouldn’t be real.
https://t.co/8f7L5XxDlH
🔦 Weekly Devlog — Light does not save.
Your flashlight is a tool, not protection. It doesn’t erase darkness — it reveals it.
In Recall News, lighting is designed to make you think before switching on.
Light doesn’t mean safety. It betrays you. Sometimes it distorts. Sometimes it lies.
There are places where shadows act alone. Where the beam flashes and shows something too close — and not you.
Use it wisely. The zone doesn’t need light to see you.
https://t.co/8f7L5Xybbf
🚪 The false door.
There’s a door that’s always open. And every time you enter, it feels familiar—but a little wrong. The map says it’s the same. But the room is not. Some call it the "compliance loop." Go first—you might last longer. Go last—you might not return at all.
https://t.co/8f7L5XxDlH
🎙 Weekly Devlog — Voice can be a trap.
In Recall News, talking is real. Your voice matters. It connects you to others — and draws things to you.
Some entities don’t see or hunt. They wait. Wait for someone to speak too confidently. Forget to mute. Scream once.
Speech becomes a choice: safety or contact. We want you to fear both silence… and the sound of your own voice.
Sometimes silence is a warning. Sometimes — it’s your last defense.
https://t.co/8f7L5XxDlH
🔦 The flashlight is a compromise.
Light helps you move. It also helps them find you. Some entities are blind—but they hear your breath, your panic, your hesitation. In Recall News, turning off your light isn’t cowardice. It’s the only strategy left.
https://t.co/x9UpdHJDDs
🧭 Weekly Devlog — The zone is not a map.
Players ask: where are the level boundaries? Where’s the exit? But in Recall News, the zone isn’t space. It’s memory.
Rooms repeat. Stairs might lead backward even as you move forward. Some walls record your path. Others bring you back to where you already died.
Navigation isn’t a guarantee — it’s a skill. The only way to know where you are is to compare yourself to who you were before you entered.
And if it all matches... something’s still waiting outside.
https://t.co/8f7L5XxDlH
💬 You are not alone. Others just aren’t visible.
There’s always something near you in the zone. Sometimes it’s you—half a second behind. Sometimes, it’s a voice speaking as you, before you even say a word. Don’t respond when it calls your name. It’s not you. Not yet.
https://t.co/8f7L5Xybbf
🛠 RECALL NEWS DEMO — UPDATE TRANSMITTED
Command has pushed a new build. The zone is shifting.
We’ve rolled out a fresh update for the RECALL NEWS DEMO, featuring performance improvements, interface tweaks, and new content for operatives who think they’ve seen it all. You haven’t.
🔧 What’s changed:
• Performance Optimized — smoother transitions, faster loads, reduced stutter in high-glitch areas
• New Content Added — fresh environmental details and objects to uncover (and question)
• UI Improved — clearer prompts, updated icons, and better flow for first-time operatives
This is still only a glimpse — but now it flickers just a little cleaner.
Return to the test zone. See what’s changed.
Report what you find. Or what finds you.
📡 Stay in signal. Stay alert.
Play Now https://t.co/l7hKzxMGXB
📡 RECALL NEWS DEMO — THE TRANSMISSION IS LIVE
The signal’s coming through. The connection is unstable. You’re in.
The RECALL NEWS DEMO is now available on Steam.
Enter a fractured test zone — a sliver of the full experience — where rooms bend, voices blur, and the strange becomes routine. Your assignment: investigate, collect, and report. That’s all you’ve been told.
This is not a full deployment. It's a glimpse. A field test. A chance to prove you're operational.
🧭 What’s waiting for you:
• A standalone zone, rich with anomalies and secrets
• Suspicious objects ready to be collected and… monetized
• Spatial uncertainty and shifting geometry
• A strong emphasis on sound, movement, and communication
• Moments of stillness, moments of panic, and everything between
You’ll work with limited resources and incomplete instructions. You’ll hear voices. Some will help. Some won’t.
Command is watching. Probably.
Play Now https://t.co/l7hKzxMGXB
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