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Full Give Us A Sign update
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Repeated intro
Hey everyone,
What changed
- Performance
- Maps
- Store
- Balance
- UI and audio
- Gameplay
Give Us A Sign changes
Today, we’d like to share our current development progress and future plans for Give Us A Sign.
Our goal is not simply to create another ghost hunting game, but to deliver a deeper, more atmospheric, and highly replayable paranormal investigation experience.
Console Development Plans Give Us A Sign is also being developed with future console support in mind.
Our team has prior experience with PlayStation porting and console optimization, and we are building the game’s technical foundation accordingly from the start.
However, our current priority is delivering the strongest possible PC experience first before moving toward console versions.
Demo & Playtest Goals
Our goal is for the demo to feel like a polished, complete experience rather than a small test build.
The demo is planned to include:
1 Tutorial Map
1 Safe House
1 Full Investigation / Gameplay Map
If possible, we also aim to include mini-games and additional systems within the Safe House for the demo.
If not, these features will definitely be included in Early Access.
While the demo will not contain every ghost type, cosmetic, or all final planned content, it will provide enough depth to properly represent the full game experience.
Before the demo release, we also plan to run multiple Steam Playtest sessions.
This will allow us to:
Gather community feedback early
Better balance our systems
Improve player experience before launch
Voice Interaction & Modular Paranormal Systems
One of the core pillars of Give Us A Sign is its voice-driven paranormal interaction system.
Your voice will not simply be used for communication—it will actively become part of the gameplay experience and paranormal world.
Through this system:
Your voice can trigger paranormal activity
Initiate specific supernatural events
Attract the attention of nearby ghosts
Cause the environment to react in different ways
All of this is supported by our fully modular horror and environmental event system.
This means:
Paranormal events are dynamic rather than scripted
Environmental scares can trigger in multiple combinations
Each session can create unique scenarios
Our goal is for every encounter to feel unpredictable, immersive, and highly replayable.
Ghost Depth & Investigation Mechanics
For us, it is not enough for ghosts to simply differ by name.
Every ghost within our lore is being deeply designed around its own mythology, folklore, and paranormal background.
Each one will not only behave differently, but will also reflect its authentic mythological and supernatural traits through gameplay.
This means players will need to do more than rely on equipment—they must investigate, study behaviors, and understand what they are facing in order to properly identify it.
Our goal is for every ghost encounter to feel like more than just a scare, but a paranormal case that must be solved.
Post-Demo Plans
After the demo launches, our focus will be:
Gathering community feedback
Improving and balancing systems
Polishing the remaining maps
Pushing the game toward final production quality
Early Access Goals
Our planned Early Access version will include:
1 Tutorial Map
3 Investigation Maps
1 Expanded Safe House
This is only the beginning.
Thank you for your continued support 🤍 Demir Games
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