Independent Studio | Est. 2024 | Brazil Text size

Jhorro Productions > Games > Dead Saints Parade

Dead Saints Parade01 | First PC Title

August build, pre-alpha footage
In Development | Demo Feb 2027 | Release Q2 2027
Dead Saints Parade
Third-Person Stealth Immersive Sim | PC & Steam Deck | Unity 6

You play a spy in a decaying Gothic-Victorian city. Information is your best weapon, and a fight kills you about as fast as it kills a guard. Guards work together, and light and sound give you away. Civilians repeat what they hear. The game takes after Thief, Dishonored, Metal Gear Solid and Gloomwood.

The core systems are done. The cathedral levels, dagger and pistol combat, and Steam Deck controls are being built now. The development status below lists what is finished and what is left.

GenreThird-person stealth immersive sim, single-player
PlatformPC (Windows) and Steam Deck
EngineUnity 6.3
DeveloperJhorro Productions
PublisherJhorro Productions
ReleaseDemo February 2027, full release Q2 2027

Development statusUpdated as builds ship

Demo progress62%
To do (8)
  • Levels 1 and 2: layout done, art next
  • Combat: dagger and pistol
  • Pause menu
  • The Maestro boss
  • Minimap (MGS-style)
  • Cutscenes
  • Steam Deck controls and performance
  • Steam Next Fest demo
Done (22)
  • Lockpicking
  • Cover and peeking
  • Guard AI
  • Guards working together
  • Light and shadow detection
  • Contextual interactions
  • Inventory
  • Health and damage
  • Character stats
  • Journal and observations
  • Inspection mode (RE4-style)
  • Sound propagation
  • Steam integration
  • Save and load
  • Player controller
  • Debug tools
  • Analytics
  • Stealth kills and body discovery
  • Throwables and distractions
  • Traps and hazards
  • Civilians: informants and panic
  • Main menu and save shrines

How it playsDetails

Four ideas run through Dead Saints Parade: vulnerability, tactical stealth, information as power, and non-linear exploration. Cover and guard vision are two of the systems already working in the build.

Cover

There is no cover button. Walk into a wall and you take cover, then push away from it to leave. In cover you move slower and can't sprint.

At a corner, the camera looks around it while your body stays where it is. You can't slide around the corner onto the next wall. To change walls you step out and take cover again, and for that moment you are exposed.

WALL 0° +30° -30° +60° -60° 0.42 m PLAYER 0.7 m range
The game casts five rays in front of you, each reaching 0.7 m. Running along a wall won't put you in cover.
The same thing in the build: the player takes cover, slides along the wall and looks around the corner.

Guard vision

A guard has two fields of view. The narrow one straight ahead reaches 15 m and sees you whether you move or not. The wide one reaches 8 m and only picks up movement, and it does that slowly. If a guard turns your way while you are at the edge of their vision, standing still keeps you hidden.

In deep shadow a guard can't see you at any distance, so putting out a single candle can be worth the time.

GUARD INNER 60° / 15 m sees any player OUTER 120° / 8 m moving players only STILL: unseen MOVING: seen
The inner cone is 60° wide and reaches 15 m. The outer cone is 120° wide and reaches 8 m.
In the build, standing still in the outer cone goes unnoticed and moving there raises suspicion slowly. The inner cone spots you right away.
Where you areTime to alert
Standing in full light, close, right in front of the guard~0.5 s
Crouching in dim light, far away, at the edge of the cone5 s or more
Moving in the outer cone only~12 s
Standing still in the dark, at any distancenever