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DECAYLIGHT
Signal Rot key art: a Rook holding a lit resin torch in a tomb chamber while four constructs close in — a jackal-headed judge, a folded witness, a mass of mouths and a listening quadruped
Signal RotThe tomb remembers you.
Studio
Independent
Current project
Signal Rot
Status
In development
Platform
Windows · Steam

We build games that listen back.

Decaylight Studios is an independent horror studio. Our first game is Signal Rot — four-player co-op horror where a buried archive hunts the crew using their real microphones, and learns to rebuild them out of what it hears.

Plate 01

A small studio with one very specific obsession

We are interested in one thing: what happens when a game genuinely pays attention to the people playing it. Not a scripted jump, not a difficulty curve — a system that takes real input from real players and gives it back changed.

  1. 01

    The monsters do not know where you are

    No creature ever reads a player position. They perceive through one interface that answers with where something was, stamped and decaying, and every answer has to pass a physical test first. This is enforced by a build step called SenseAudit, which fails the build if any creature looks a player up — it caught a violation in our own code the first time it ran.

  2. 02

    Your microphone is the input

    The sound model reads real voice from a real microphone. Speech is a resource, silence is a resource, and both of them are dangerous — one creature hunts noise and another forms in rooms that have been quiet too long.

  3. 03

    The tomb keeps what was spoken

    Recorded speech is replayed back at the crew later, in the voice it was taken from. The learning ladder is fixed and has to be earned: sound, then speech, then individuals, then voices, then relationships, then habits, then predictions.

  4. 04

    Progression is knowledge, not power

    Players get frighteningly competent through equipment, understanding and teamwork. They never become wizards who can comfortably kill anything. Vulnerability is the whole horror.

  5. 05

    The crew is funny; the tomb never is

    Players are colourful, expressive and ridiculous. The world stays serious, tactile, dirty and oppressive. If both halves are goofy it is forgettable. If both are grim it is exhausting.


Plate 02

Signal Rot

Salvage a dead relay station at night. The things down there hunt by sound — your actual microphone. When you die you do not stop playing, you become the static. And one of you was already infected before the shift began.

Station Meret descent stack: a lit circular gantry with stairs and two ziplines over an unlit shaft
Station Meret · descentThe only way down, and the only way back.

The tomb is the machine. The monsters are parts of the machine. The players are its training data.

Signal Rot · core fantasy
Players
1–4
Genre
Four-player co-op horror
Setting
1987 · beneath the Qattara Depression, Egypt
Engine
Unity 6.3 LTS · FishNet · Steamworks.NET
Platform
Windows · Steam
Release
No date announced
Read the design

Plate 03

Four creatures, four different arguments

Each one is built to make the crew question one thing: light and fire, sound, trust, greed. None of them is ever handed your position — they perceive through a single interface that answers with where something was, and a build step fails the build if any creature tries to look a player up.

AnubisApproach · production model
Loop · muted
Built · 11 states · hunting heat

Anubis

The Black Receiver · The Jackal Judge

Three and a half metres, verified at runtime against a 3.4–3.6 m spec band, carrying a was-sceptre attached to his right hand at 2.9 m. He hunts through a dedicated heat field that holds two different things: live sources, which can be tracked continuously, and residue, a fading memory of where heat used to be.

So a lit torch draws him. A snuffed torch leaves a cooling trail he follows into an empty room. A torch dropped on the floor is a thing he walks to and stands over while its owner leaves.


Plate 04

What actually exists today

Studios usually publish the finished half. This is the whole list, reconciled against our own build documents. If a system is not written yet, it says so here and it stays disabled in the build.

Signal Rot build status by area, reconciled 22 August 2026
AreaState
Single-player prototypeMenu, settings, wardrobe, pause and respawn, salvage and quota loop, working flashlight.Built
Sound modelNoiseField and the sensory foundation the whole design rests on.Built
Monster rosterFour creatures modelled, rigged, animated and hunting. Correctly scaled.Built
Steam integrationSteamworks initialises successfully.Built
Standard Recovery RookClay rebuild in progress and not yet approved. It gates the art pipeline.In build
Lobbies and networked playFishNet and Steam relay work is open. Host and Join stay disabled in the build until they actually work.In build
Proximity voicePhase 2. Depends on networking landing first.Specified
Voice mimicryPhase 3. The signature mechanic, and the first thing after voice.Specified

Talk to us before the tomb does.

Press kits, capsule assets and build access on request. We answer everything ourselves — there is nobody else here to forward it to.