NightRecord: Duty — the hospital night archive, with a scanning desk, a terminal and cabinets full of patient files
NightRecord Series · Second Game

NightRecord : Duty

You approve the records. Nobody told you what you're closing.

In Development Anomaly Horror · Narrative · First-Person Unreal Engine 5 PC

The Steam store page hasn't launched yet. This is where we'll announce it first.

01 — The Shift

You start work in the night archive

A new hire begins the night shift in a hospital archive, assigned to scan decades of patient records into the system. The first nights feel like ordinary work: dusty folders, the hum of fluorescent light, empty corridors.

But the deeper the files go, the less they add up — dates that don't match, gaps nobody explains, names struck through. Every file you approve feels like closing a door. Nobody ever told you what was behind it.

RECORD 0447 — admitted 12.11.1994, discharged 09.11.1994.
No irregularity detected. Approve.
02 — Genre

What is anomaly horror, and why is Duty one?

Anomaly horror is a horror subgenre built on learning a repeating routine and then noticing the details that deviate from it. The threat doesn't chase you; it settles into the familiar. The tension comes not from something attacking, but from something being out of place.

In Duty, that routine is processing files on the night shift. You read a record, cross-check the details, approve it. By the hundredth file the motion is reflex — and that is exactly where one of the dates stops matching. The question the game asks is simple: once you notice, what do you do?

We've written up the design thinking behind this approach on the blog: psychological horror game design, environmental storytelling in horror and horror game sound design.

03 — Design Pillars

Six ideas the game rests on

The game is in early development. What follows is our current design direction — this page will be updated as the systems firm up.

PILLAR 01

The shift loop

Every night starts with a stack of files. The work ends, the lights go out, and the next night you sit at the same desk. Repetition carries the horror — because only repetition makes a deviation visible.

PILLAR 02

Record versus place

The room number on the file and the door you see in the corridor don't agree. The anomaly isn't only on the screen; it's in the building.

PILLAR 03

The weight of approving

Every file is a decision: pass it, flag it, or question it. Approving is always the easy one. The game never tells you what you should do — it only records what you did.

PILLAR 04

A hospital you can walk

Archive room, reception, outpatient wings, the staff floor and the stairwells — all one building. The hospital is empty for your whole shift. It's supposed to be.

PILLAR 05

Fluorescence and silence

Light and sound carry the atmosphere, not jump scares: Lumen-based fluorescent lighting, the room tone of an empty corridor, and the moment that hum cuts out.

PILLAR 06

Story hidden in paperwork

The narrative lives in the documents, not in cutscenes. If a patient's name appears three times, nobody will explain why the third one is spelled differently.

05 — Development

Where we are right now

Development started

Production began on the second game in the NightRecord series. The first goal: get the whole hospital standing as a space you can walk.

Now

Space and atmosphere

The archive room, corridors, outpatient wings and stairwells are past blocking. The screenshots above come from that work.

Next

Archive terminal and trailer

A playable version of the file-processing loop, then the first trailer and the Steam store page. We'll announce dates here as they firm up.

For release notes and detailed progress, see the dev log.

06 — Notify Me

Hear about it when the Steam page goes live

We email store page, trailer and demo announcements. No spam — only NightRecord: Duty milestones.

In the meantime you can play the first game in the series: NightRecord: Thin Walls — free demo on Steam.

07 — FAQ

Frequently asked questions

What is NightRecord: Duty?
NightRecord: Duty is a first-person anomaly horror game set in a hospital night archive. You play a newly hired archive clerk assigned to scan decades of patient records into the system. It's built with Unreal Engine 5 by Althera Games, an indie studio in Izmir, and it's the second game in the NightRecord series.
What is anomaly horror?
Anomaly horror is a horror subgenre built on learning a repeating routine and then noticing the details that deviate from it. The fear comes not from being attacked but from something being quietly wrong in a familiar place. In Duty, that routine is processing patient files on the night shift.
When does it release?
We started development on 4 July 2026 and the game is currently in early development. The Steam store page hasn't launched yet, so we aren't giving a release date. Store page and trailer announcements will go up here and in the dev log.
Do I need to finish Thin Walls first?
No. NightRecord is an anthology series: each game tells a self-contained story in its own location with its own characters. Having played Thin Walls lets you spot some connections across the series, but it isn't a prerequisite for Duty.
What engine is it built with?
Unreal Engine 5. Because the hospital's fluorescent lighting and shadow behaviour are central to the atmosphere, we're using Lumen-based dynamic lighting. We've described our approach in the Lumen guide and the UE5 tutorial hub.
Which languages will be supported?
Althera Games is a Turkish studio based in Izmir and plans to ship its games in both Turkish and English. In Duty, the archive text and the interface are being authored in both languages.
Can I get a press kit or a review key?
The Duty press kit will go up alongside the Steam page. Until then, write to us at press@altheragames.com, or take a look at the press kit for the first game in the series.