
Every game is a hub — the studio that built it, the publisher shipping it, investors backing it, creators streaming it, journalists covering it. The ecosystem is what makes the game more fundable, more discoverable and more playable. How were you involved?
First-person psychological horror. In 2001 your daughter rang you from a payphone and never came home. Two years later, to the day, the man who took her is locked in the cell you built. Get the power back. Search your computer. Play back your tapes. Tonight you get his confession.
The press kit for Pestilence is visible to press, creators, investors, and the studio team. Press and creators receive a link with an outreach token; the kit appears here inline — no download, no separate page.