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Steam News26 June 20261mo ago

Closed Playtest Mission Brief - June 27-28

The June 27-28 Paraxima Closed Playtest focuses on one of the core parts of the game: identifying the Entity through behavior, rules, and team communication.

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  • UI and audio
  • Gameplay
changedThe June 27-28 Paraxima Closed Playtest focuses on one of the core parts of the game: identifying the Entity through behavior, rules, and team communication.Field Agents will generate information through movement, sound, light, tools, and direct contact with the Breach Zone . The Operator will monitor the mission from the Safe Room and help connect those events into a clearer picture.
changedThe June 27-28 Paraxima Closed Playtest focuses on one of the core parts of the game: identifying the Entity through behavior, rules, and team communication.Some parts of the build are intentionally limited. Entity behavior, onboarding, UI, feedback, audio, balance, and final presentation are still work in progress. This playtest is meant to help us understand what is readable, what is confusing, and what needs to be improved before the next public-facing version.
changedThe June 27-28 Paraxima Closed Playtest focuses on one of the core parts of the game: identifying the Entity through behavior, rules, and team communication.Stay tuned for the next field report,

Paraxima changes

changedField Agents will generate information through movement, sound, light, tools, and direct contact with the Breach Zone . The Operator will monitor the mission from the Safe Room and help connect those events into a clearer picture.
changedSome parts of the build are intentionally limited. Entity behavior, onboarding, UI, feedback, audio, balance, and final presentation are still work in progress. This playtest is meant to help us understand what is readable, what is confusing, and what needs to be improved before the next public-facing version.
changedStay tuned for the next field report,

The June 27-28 Paraxima Closed Playtest focuses on one of the core parts of the game: identifying the Entity through behavior, rules, and team communication.

During the playtest, we want to see how players read the Entity’s reactions, connect them to their own actions, and use that information as a team to identify the Entity.

Field Agents will generate information through movement, sound, light, tools, and direct contact with the Breach Zone. The Operator will monitor the mission from the Safe Room and help connect those events into a clearer picture.

The main systems we want feedback on:

  • Entity Identification - can players understand what they are trying to identify?

  • Activity feedback - can Field Agents read how their actions affect the world?

  • Operator coordination - can the Operator understand what is happening and communicate useful information?

  • Entity reactions - do players understand when the Entity is observing, warning, or escalating?

  • Team communication - does the split between Operator and Field Agents create useful tension?

  • Playtest onboarding - do players understand the mission flow without too much explanation?

  • Brightness adjustment feedback - can players set brightness comfortably, and does the game remain readable without losing the intended horror atmosphere?

Some parts of the build are intentionally limited. Entity behavior, onboarding, UI, feedback, audio, balance, and final presentation are still work in progress. This playtest is meant to help us understand what is readable, what is confusing, and what needs to be improved before the next public-facing version.

Every reaction can be data.

Every scare can be a clue.

After your session, please fill out the feedback form. The more specific your feedback is, the better we can tune the investigation loop.

This playtest is best experienced as a 3-person team. If you do not already have a group, you can use our Discord to find other players.

https://discord.gg/u6975VNRzY

Stay tuned for the next field report,

Paraxima Dev Team

Source

Steam News / 26 June 2026

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