
STAY UNSEEN.
Hide, explore and make your way through spaces patrolled by hostile machines.

First person / Rhythm / Stealth / Horror
A luxury cruise. A robot massacre. One rule to stay alive: breathe to the beat.
Jessica is partying on the Samos, a luxury party cruise ship where security robots have begun killing passengers.
She must navigate its neon-lit decks, stay out of sight and uncover what happened. On this ship, even breathing can give you away.
SAMOS CRUISE // INCIDENT REPORT 001
ORIGINAL CONCEPT ART · MISSTEP STUDIOScroll to see the Samos robots.
OFFICIAL CHARACTER ARTHorror is the core. The rhythm system changes how players experience tension, movement and danger.

Hide, explore and make your way through spaces patrolled by hostile machines.

Every song can become cover — or a deadly mistake.

Navigate the ship, solve environmental challenges and unravel Jessica's story.
SAMOS // FOOTAGE ARCHIVE
Horror gives us the audience. The breathing mechanic gives us the story to tell them.
Tense encounters, timing mistakes and reactions designed for memorable gameplay clips.
Breathing and music are natural material for rhythmic trailers, shorts and audiovisual campaigns.
Neon cruise spaces, unnerving robots and a recognisable rhythm-horror premise.
We have all core gameplay mechanics implemented. The team is moving through production across nine planned zones.
Zone production overview
9 TOTAL / 01 PROJECT
An independently funded game, a publicly playable demo, and a team that has taken the project into real events.
Wishlists on 13 October 2026: 262 new in the last month and 180 in the last week.
Free demo licences: 285 unique players and six positive reviews out of six. Public since September 2025.
Wishlist audience by country: Spain 524, United States 363, Brazil 64, Russia 57, United Kingdom 42.
Wishlists by country and declared language
Declared languages: 576 English, 273 Spanish, 61 Russian, 37 Brazilian Portuguese, 34 Simplified Chinese, 25 Japanese, 22 French; 32 % has no language assigned in the dashboard.
Marketing calendar
Steam's horror festival.
Valve's demo showcase. We are going with the public demo.
Launch window
We are targeting Q1 2027 for launch.
Now we're looking for people who know how to bring it to players.
Positioning, timing, targets and a practical campaign plan.
Influencer outreach, media coverage and community activation.
Steam visibility, trailers, assets and campaign coordination.
Open to publisher partnerships and exploring console opportunities.
We'd love to show you the game and explore what we could build together.