
Internal Playtest Begins July 19: Help Us Shape the Demo!
Internal playest on 19 July! We're excited to announce that our next internal playtest will begin on 19 July! After more than 20 internal playtests with our development team,…




FuristicStudio, Kitsundie Tales
Searching for his missing wife, Calen awakens in a place that feels both familiar and wrong. As night falls, terrifying creatures emerge. Hide, fight strategically, and solve puzzles to survive the shifting nightmare and uncover the truth.

PENANCE is a psychological survival horror shooter experience with a strong narrative focus. You wake up in a place that feels familiar, yet wrong. A quiet street. An empty house. A note from Sienna, your wife. And when the sun sets, something begins to hunt you.
You are Calen, a man trapped between memory and nightmare. Your only goal: survive the night and find Sienna. Each path pulls you deeper into a shifting world of deserted neighborhoods, looming towers, forgotten villages, and cities swallowed by ruin.
In this psychological survival horror, survival is never guaranteed.
Stealth: Infiltrate enemy strongholds, evade patrols, and move silently through the shadows.
Scavenge: Engage in tense action sequences, fight or shoot when escape is no longer an option, and scavenge for scarce supplies to survive.
Puzzles: Solve environmental and narrative-driven challenges to unlock new paths and uncover the truth.
Every encounter demands a decision: when to fight, when to hide, and when to run.
Daylight offers a fragile peace, giving you time to prepare. But when night falls, the air thickens and the hunt begins. Creatures emerge from the shadows, and survival becomes a fight against both the unknown and the horrors of the dark.
PENANCESteam announcement
Internal playest on 19 July! We're excited to announce that our next internal playtest will begin on 19 July! After more than 20 internal playtests with our development team,…
PENANCESteam announcement
Hello, PENANCERS! We know we've been a bit quiet lately, but that's because we've been hard at work, running internal feedback and QA sessions almost every week. We're getting…