INDEPENDENT GAME + BRAND CONCEPT

UNREAD

User Zero vanished. Their phone didn’t. A mobile horror concept that turns the habit of scrolling into an investigation.

READ THE CASE STUDY
UNREAD installation with a social feed, forensic analysis and an incoming call
DESIGNER

Priscilla Rios

THE WORK

Game concept and narrative, brand identity, interface direction and campaign.

THE FORMAT

A found-phone horror experience for mobile.

STATUS

Independent concept. Gameplay and launch plans are proposed.

THE HABIT THAT STARTED IT

The feed is
the crime scene.

Scrolling is familiar enough to happen without much thought. I wanted to use that familiarity as the starting point for a horror story. A caption changes. A figure appears in the background of an old post. Suddenly, the next swipe takes some nerve.

The player reconstructs User Zero’s final 72 hours through the phone they left behind. An invite-only app is still refreshing. Something inside it notices the new observer.

−72H

Normal enough

Travel posts and office jokes. A figure keeps appearing in the background.

−18H

The archive changes

Captions rewrite themselves. A second breath appears in a voice note.

00H

Signal lost

A locked apartment. No body. The phone stays awake on the floor.

NOW

Your turn

You open the archive. The feed starts addressing you directly.

THE INTERFACE DOES THE ACTING

You already know
how to use it.

The phone needs to feel ordinary long enough for a small change to matter. Familiar gestures become investigative tools. Pausing on an image or scrubbing through audio should feel like a decision the player made.

The challenge is restraint. Constant glitches would flatten the tension. I reserved corruption for moments when the state of the story changes.

Listen more closely.

Scrub a garbled recording and isolate a voice. A passcode sits inside the noise.

Question the image.

Compare timestamps and inspect the picture. The room can contradict its caption.

Answer the interruption.

A simulated incoming call opens an audio puzzle. It stays inside the game, including the missed-call record.

Change a live outcome.

Use evidence from older posts during a live-stream sequence. What you noticed earlier changes what you can do next.

AN IDENTITY WITH INTENT

The system knows
you’re here.

The bracketed wordmark breaks along red and cyan offsets. It gives the title the appearance of a signal that cannot quite hold together.

Elsewhere, the language stays precise. Timestamps and short system notices carry the story. “You didn’t look closely enough” does more work here than a long explanation of the threat.

Original UNREAD bracketed wordmark with crimson and cyan disruption
STATIC GRAY
#E1E1E6
ALERT / FAILURE
#FF1744
ANALYSIS / GLITCH
#00E5FF
WARNING / METADATA
#C6FF00
THE PROPOSED ADAPTIVE LAYER

The pause becomes
part of the story.

The proposed system reads in-game behavior, including dwell time and scroll reversals, to choose the next event from authored content. It could vary puzzle arrangements and the timing of an anomaly.

This is a design proposal, not a demonstrated game engine. A first playable case would need to show that adaptation changes the experience without making the clues feel arbitrary. The concept keeps private photos and contacts outside that system.

EVIDENCE YOU CAN TAKE HOME

The fiction leaves
the screen.

The device kit treats familiar phone accessories as case equipment. Numbered evidence tags make the packaging feel like something recovered from the archive.

A proposed first drop of 100 kits gives creators and press a physical way into the story. The objects remain useful after the reveal.

UNREAD device kit with phone case, privacy screen, camera seals and evidence labels
Device kit concept. The original logo and packaging artwork are retained.
THE CONTAINMENT DROP

Wear the warning.

The observer tee carries the mark on the front and a surveillance eye across the back. The numbered shell keeps the same identity quieter, with a small chest mark and edition patch.

Both belong to the game’s world. The proposed audience is staff, creators and early supporters.

Front and back of the UNREAD observer tee with surveillance eye artwork
Observer tee, front and back.
UNREAD black hooded shell with original logo and numbered edition patch
Numbered shell, containment drop concept.
// CAMPAIGN CONCEPT

You paused. It noticed.

A familiar post becomes the opening scene. Short digital ads lead into a five-minute encounter with User Zero’s phone.

An ordinary apartment with a barely visible figure in a distant doorway
RECOVERED POST / 03:17

New apartment. New beginning.

Look closely.

UNREAD
Vertical story concept. Select a frame to follow the sequence.
RECOVERED AUDIO / 00:08
[ SECOND BREATH DETECTED ]

That wasn’t in the original.

Listen again. Open the case.

UNREAD
Companion audio-led ad concept. The visual suggests a voice note without playing unexpected sound.
AFTER THE AD

The proposed click-through opens a short browser case. At an event, it offers a timed visit to The Recovered Phone.

The Recovered Phone.

One evidence desk. Five minutes. A host introduces the case, then the visitor decides which clue to follow. A small room keeps the first activation practical.

UNREADTHE RECOVERED PHONE / EXPERIENCE CONCEPT
Concept of a small recovered-phone installation with visitors investigating an evidence desk
Spatial concept for a hosted event activation.
VISITOR JOURNEY / 01

Check in

Choose the intensity before entering. A host explains that calls and messages are part of the fiction. You can leave at any time.

Leave with evidence.

The takeaway is a numbered case card with a short URL and QR route into the next clue. The device kit becomes a separate creator edition.

What I would test first.

Whether people understand the first clue, finish the short case and choose to continue at home. Observe where tension becomes confusion.

A FIRST CASE WORTH OPENING

Start with
one disappearance.

The first release in the proposal is a free prologue. Paid cases would continue the story. An Endless Archive could follow once the core experience works, using authored fragments to vary later visits.

The first proof is narrower: can the interface sustain the illusion, and can a player follow the evidence? Creator reactions would help test whether the hook makes sense outside the game.

Explore the wider launch concept

A browser encounter

A proposed 60-second slice introduces the feed, then ends on an anomaly. The website carries the same story into the game’s install page.

Creator materials

Vertical trailers and transparent stream overlays make the fiction legible in a short clip. Spoiler-safe prompts preserve the case.

Infection Feeds

A proposed share link lets a friend try an archive arrangement shaped by the sender’s in-game pattern.

Production planning

The pitch outlines an $850,000 funding proposal and a 12–18 month target, subject to scope and partner review. These are planning assumptions, not funding secured or a launch commitment.

Explore Soilmate