Late Night Manifest is a solo-developed project I've been working on with a very specific feeling in mind.
Story-wise, you play as Marco, lumberjack in a small town who finds himself pulled into a post-apocalyptic world due to reasons I deliberately don't want to spoil. What matters is this: Marco is one of the few people who remain unaffected, mentally intact, in a world that clearly isn't.
Post-apocalyptic games have always fascinated me, but especially the idea of radio communication. Static voices, broken signals, half-heard messages, many 90s devices… Radios in these worlds feel both comforting and deeply unsettling at the same time. That atmosphere plays an important role in how the world of Late Night Manifest is built and experienced.
From a design perspective, the game is still in a draft / experimental phase, but it already contains several mechanics I'd consider unique or at least unconventional. Some systems are being tested, reworked, or intentionally left rough until they "feel right."
One of the biggest challenges I gave myself is the camera system.
The camera never moves, never rotates, never zooms. This was a conscious design challenge I chose early on, and the entire game is built around that limitation. Every scene, puzzle and encounter has to work within that constraint.
Visually, the project relies heavily on existing low-poly assets. Around 60% of the models used in the game come from elbolilloduro's asset packs (https://elbolilloduro.itch.io/), which I absolutely love for their PSX authenticity.
Throughout development, I regularly share work in progress scenes and clips on social media. Not only marketing beats, but also as a way to document the journey, get feedback, and slowly build something alongside other developers and players who enjoy this kind of game.
In terms of feeling, what I want to deliver is very clear to me:
Late Night Manifest aims to recreate the old Resident Evil–like atmosphere, the tension, the awkwardness, the quiet dread. The kind of game where movement feels deliberate and space matters. I'm even considering adding an optional Tank Controls mode for players who truly miss that era.
Gameplay-wise, the game follows a "choices matter" approach. Exploration is a core pillar. Levels can be completed in multiple ways, and players are free to choose their own paths rather than being pushed into a single correct solution. There are also plenty of hidden, easter-egg–like details and mysterious interactions for players who like to look closer.
There's no fixed release date yet. My current goal is to have a playable demo ready for October 2026, ideally in time for Next Fest.
On a more personal note: one of my main goals this year is to build a community. Not just around this game, but around game development itself. I want to share the parts I'm strongest at, ideation and mechanic development, and grow something together with people who enjoy creating, breaking, and rethinking games.
Late Night Manifest is as much a game as it is a process and you're more than welcome to be part of it.
https://alininavcisi.itch.io/late-night-manifest

