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Protocol: Stillness // Case Study

Engineering
The Silence.

A deep-dive into the mechanics of observation. We didn't build a puzzle game; we built a state of mind. "Protocol: Stillness" forces the player to do nothing—and rewards that discipline with the collapse of a digital world.

Developer Decision Lens

Criteria Input Latency vs. Environmental Feedback
Optimizes Atmospheric Tension / Player Paranoia
Sacrifices Pacing / Traditional "Fun" Loops
protocol_stillness_v4.0.sys

> INITIATING_SEQUENCE... _

> ANALYZING_PLAYER_BIOMETRICS... [OK]

> ENVIRONMENTAL_STILLNESS: 98.4%

> TRIGGERING_VIRTUAL_GHOST... WARNING: REALITY_DRIFT

> // SYSTEM LOCKED //

System Artifact
Status PROCESSING

The Mechanics
of Observation

Standard game design dictates a feedback loop: Input → Action → Reward. In Protocol: Stillness, we removed the "Action" variable. The player sits in a simulated Berlin apartment. The clock ticks. Shadows lengthen. You possess no character controller, no jump button, no inventory.

Your only tool is the Mouse/Touch Input, not as a weapon, but as a scanner. Hovering over specific textures in the room (a cracked wall, a flickering monitor) triggers a "Deep Scan" state. The screen vibrates at 14Hz. Audio layers shift. You aren't playing a game; you are eavesdropping on a simulation.

[DATA LOG 04] "We found that players felt 'guilty' for doing nothing. That guilt is the core mechanic. The longer you stay still, the more the environment confesses."

Production Trade-offs

  • [DOWNSIDE] Conventional playtesters initially rated "boredom" high in first 10 minutes.
  • [MITIGATION] Implemented "micro-narrative glitches" that occur only during stillness, rewarding patience with story fragments.
Apartment View
EYE_TRACKING_UI
AUDIO_SPECTRA

Constraint

No movement keys allowed. Strictly enforced by input blocking.

THE BERLIN CONNECTION

A Digital Ghost Story

The setting isn't generic. It's Alexanderplatz 5, 10178 Berlin—reconstructed from photogrammetry scans of a decommissioned server farm basement. We didn't just model the space; we mapped the electromagnetic residue.

The narrative arc follows a fictionalized version of our own dev log: a team attempting to communicate across a temporal divide using only "still frames." The lore implies that the game you are playing is the actual artifact of that experiment—the saved memory of a signal that was never received.

"It feels less like a game and more like a crime scene you are allowed to investigate."

— Prototype Tester #009
Berlin Texture
REFERENCE: ALEXANDERPLATZ

Lore Annotation

The "Ghost" is not rendered in real-time. It is a pre-calculated light map that behaves erratically only when the player is idle for >60 seconds.

STATIC MAP: BERLIN
DISTRICT: MITTE

Signal Analysis
Feedback Loop

98% Stillness Rate
4.2 Avg Session (Hr)

Analysis of player telemetry shows a direct correlation between "time spent doing nothing" and "lore discovery rate."

★★★★★

"The most terrifying horror game of the year, simply because it respects your intelligence."

PC GAMER
★★★★☆

"A masterpiece of negative space. It made me uninstall my social media apps."

KOTAKU
★★★★★

"SilentVera has cracked the code on narrative dissonance."

ROCK PAPER SHOTGUN
Transmission Received

Do Not
Move.

The game is waiting. But to play it, you must first accept that control is an illusion.
Protocol: Stillness is available now.

SILENTVERA // GERMANY // EST. 2026

© 2026 SilentVera GmbH. Alexanderplatz 5, 10178 Berlin.