indiegame.fan
Unknown Contact header art

Unknown Contact

A short underwater horror game where you pilot a one-person submarine into a lightless trench, tracking a signal that has started answering back.

Steam Page
Developer
Publisher
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Unknown Contact?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Unknown Contact?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Unknown Contact self-published or published by laki?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Unknown Contact and laki funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Unknown Contact and laki?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Unknown Contact?Release statusWhether and how the game has been released.

Media

7 items

About the Game

UNKNOWN CONTACT is a short first-person underwater horror game about a survey mission that should have been routine.

Six years ago, the research submarine ARGUS disappeared in these waters. The report called it equipment failure. No wreck was ever recovered.

Now, a listening station has detected an echo unlike anything in its records. You are sent below to take three readings, document the source, and return.

The water is dark. The radio is not always clear. Something in the trench has started answering back.

FEATURES

  • Pilot a small research submarine using physical depth and steering controls.

  • Track anomalies using cabin sonar, a handheld locator, and a camera.

  • Leave the safety of the submarine to scan wreckage, vents, and things that should not be on the seafloor.

  • Piece together the mission through radio transmissions, field notes, and what previous crews left behind.

  • A compact, single-session horror experience lasting around 40 minutes, built around sound, limited visibility, and the fear of being noticed.

  • A low-resolution, late-1990s-inspired visual style combined with modern lighting and underwater effects.

THE DESCENT

The first readings are close to the surface. The last one is not.

As you descend, visibility narrows, radio contact deteriorates, and the mission records begin to contradict each other. You do not know what is waiting below. You only know that when you send a signal, something answers.

Bring back the survey if you can.

Do not answer.