Technical & Functional

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>
InputAction
Left Mouse ButtonSelect options, click UI elements, interact with objects
Right Mouse ButtonClose windows / go back (where applicable)
Mouse Scroll WheelScroll through emails, documents, and text
W / A / S / DMove character during limited exploration scenes
EInteract with objects or characters
SpacebarAdvance dialogue
EscapeOpen pause menu / settings
TabToggle 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.