Game Engine: Unity
⚙Archive 13 will be developed using Unity, chosen for its strong support for narrative systems, UI development, and rapid prototyping.
Platforms & Controls
- Platform: PC
- Controls: Mouse and Keyboard
- Player interaction will focus on clicking, selecting dialogue options, and navigating menus rather than complex movement systems </aside>
| Input | Action |
|---|---|
| Left Mouse Button | Select options, click UI elements, interact with objects |
| Right Mouse Button | Close windows / go back (where applicable) |
| Mouse Scroll Wheel | Scroll through emails, documents, and text |
| W / A / S / D | Move character during limited exploration scenes |
| E | Interact with objects or characters |
| Spacebar | Advance dialogue |
| Escape | Open pause menu / settings |
| Tab | Toggle evidence |
Core Gameplay Systems
Narrative & Choice Systems
⚙The narrative system is the core of Archive 13. The player progresses through the story by reading dialogue, analysing evidence, and making decisions that influence later events.
- Dialogue choices branch the narrative
- Player decisions are tracked throughout the game
- Choices affect character reactions, reputation and endings
- There is no traditional failure state </aside>
Email & Evidence System
⚙A central mechanic involves receiving and investigating emails and evidence
- Players access an in-game inbox
- Emails will include images, documents or messages
- Evidence can be opened in an analysis viewer
- Metadata inconsistencies (dates/edits) are used to reveal clues </aside>
Exploration & Fieldwork
⚙Some scenes take place outside of the office, such as late-night meeting or investigation meetings.
- Limited player movement
- Interaction with key objects or characters
- Dialogue-focused encounters rather than action gameplay
These scenes are designed to support narrative tension rather than mechanical complexity
Evidence & Information Management
Evidence Storage
⚙All evidence collected by the player is stored in an in-game Evidence Archive, which can be accessed through the computer at the protagonist’s desk.
Evidence includes:
- Emails and email attachments
- Photographs
- Documents and reports
- Character testimonies or notes
Each piece of evidence is automatically logged when discovered and cannot be lost, ensuring the player can revisit at any time.
Email Evidence
⚙When the player receives an email containing evidence:
- The email is stored permanently in the inbox
- Attachments can be opened in the Evidence Viewer
- Once opened, attachments are automatically added to the Evidence Archive
- Evidence can be re-analysed later to uncover new details
This allows emails to function both as narrative delivery and investigative tools.
Evidence from Characters
⚙When a character provides information or an item:
- The interaction triggers a short narrative event or dialogue
- Any relevant evidence is automatically added to the Evidence Archive
- The player receives a notification that new evidence has been logged </aside>
Evidence Analysis
⚙The Evidence Viewer allows players to:
- Zoom and inspect images or documents
- View basic metadata (dates. sources, edits)
- Identify inconsistencies that progress the narrative
Some evidence may only reveal its significance after other story events, encouraging players to revisit earlier discoveries.