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Steam News20 July 20261mo ago

Paraxima Development Archive #2 | Investigation Loop Evolution

Hello Field Agents and Operators, In this Development Archive, we’d like to show how Paraxima’s investigation loop evolved across different prototypes.

In this update6

Full notes

Full Paraxima update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions7 changes3 removals
  • Gameplay
  • Maps
  • Store
changedHello Field Agents and Operators,The goal changed over time:
changedPrototype 02 - TriangulationThe next iteration moved the investigation away from evidence checklists and toward spatial cooperation.
changedPrototype 02 - TriangulationField Agents searched for Echoes connected to anomalies. These Echoes had different frequencies and could be scanned in the environment. The Operator used the map, building systems, and scanned Echo positions to help the team narrow down the location of the Epicenter.
removedPrototype 02 - TriangulationThis version made the investigation more cooperative. Field Agents were no longer only collecting evidence, and the Operator became more important to the flow of the mission.
changedPrototype 02 - TriangulationThe team was now trying to locate the source of the threat through signals, Echoes, and map logic.
removedCurrent Direction - Behavioral DeductionThe team is no longer only collecting evidence or narrowing down a source on the map. Field Agents now investigate the environment, interact with anomalous zones, and observe how the Entity reacts to what happens during the operation.

Paraxima changes

changedThe goal changed over time:
changedThe next iteration moved the investigation away from evidence checklists and toward spatial cooperation.
changedField Agents searched for Echoes connected to anomalies. These Echoes had different frequencies and could be scanned in the environment. The Operator used the map, building systems, and scanned Echo positions to help the team narrow down the location of the Epicenter.
removedThis version made the investigation more cooperative. Field Agents were no longer only collecting evidence, and the Operator became more important to the flow of the mission.
changedThe team was now trying to locate the source of the threat through signals, Echoes, and map logic.

Hello Field Agents and Operators,

In this Development Archive, we’d like to show how Paraxima’s investigation loop evolved across different prototypes.

The goal changed over time:

from collecting evidence, to locating the source, to identifying the Entity by reading its reactions.

Prototype 01 - Evidence Board

One of the earliest versions of Paraxima was built around a physical Evidence Board in the Safe Room.

Field Agents scanned anomalies in the field, collected evidence, returned to the Safe Room, and marked clues on the board. The board then helped the team eliminate possible Entities until they could make a final call.

The structure gave the investigation a clear detective frame:

collect evidence, build the case, eliminate suspects.

It helped establish Paraxima as an investigation game, but it also revealed a limitation. The loop was too focused on checking evidence off a board. The investigation was clear, but it did not yet put enough pressure on players to read the environment in the moment.

Prototype 02 - Triangulation

The next iteration moved the investigation away from evidence checklists and toward spatial cooperation.

Field Agents searched for Echoes connected to anomalies. These Echoes had different frequencies and could be scanned in the environment. The Operator used the map, building systems, and scanned Echo positions to help the team narrow down the location of the Epicenter.

This version made the investigation more cooperative. Field Agents were no longer only collecting evidence, and the Operator became more important to the flow of the mission.

The team was now trying to locate the source of the threat through signals, Echoes, and map logic.

But this version exposed a different issue:

players were still following signals more than reading the room.

The system was stronger, but too much of the investigation still lived in symbols, routes, and triangulation logic.

Current Direction - Behavioral Deduction

The current investigation loop is built around Entity Identification.

The team is no longer only collecting evidence or narrowing down a source on the map. Field Agents now investigate the environment, interact with anomalous zones, and observe how the Entity reacts to what happens during the operation.

Tools still matter, but they do not give the answer by themselves. They assist Field Agents in their experiments and help the team understand what is happening. The answer comes from observation, coordination, and deduction.

The goal is no longer just to collect evidence. The goal is no longer just to find the next signal.

The goal is to identify the Entity by reading its reactions.

What Changed

Each prototype left something important behind.

The Evidence Board gave Paraxima its case-building structure. Triangulation made the investigation more spatial and cooperative. The current direction brings the loop closer to the environment, the team’s behavior, and the Entity’s reactions.

Paraxima is not built around random scares. The Entity operates through rules, tolerances, and reactions. If something happens, the team should be able to ask what caused it, what it means, and what it reveals about the threat they are trying to contain.

The current loop is built around:

  • Observation - reading the room, the tools, and the Entity’s reactions.

  • Testing - using actions, systems, and tools to provoke a response.

  • Coordination - Field Agents and the Operator working from different information.

  • Deduction - identifying what drives the Entity through its behavior.

  • Containment - suppressing anomalous activity before the Static spreads too far.

Every scare can be a clue.

More Archives To Follow

This is the second entry in our Development Archive series. Future entries will look at other major areas of Paraxima’s evolution, including the Entity, agency-issued Tools, the Operator role, and the environment as part of the horror system.

Wishlist Paraxima if you want co-op horror built around rules, reactions, and containment.

Paraxima

If you want to take part in our private playtests, join our Discord and be one of the first to know:

https://discord.gg/Xhr8ChcxAm

We also regularly post updates on our social media. If you enjoy short gameplay videos, development updates, and occasional declassified intel, follow us:

Stay tuned for the next field report,

Paraxima Dev Team

Source

Steam News / 20 July 2026

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