Project Escher Demo Is Now Playable with a Gamepad

Since our last development milestone, we have been fully focused on one major objective, bringing complete gamepad support to Off The Grid: Bad Dream (Project Escher).

This wasn’t simply about making a controller work. We redesigned and implemented gamepad support across virtually every game system, from top to bottom, carefully planning how every mechanic, interaction, and gameplay system could take advantage of a controller to deliver a smooth and intuitive experience.

As first-time game developers, this milestone has been one of the most challenging parts of the project so far. Designing controls, adapting gameplay systems, and creating an experience that feels natural on a gamepad required an enormous amount of learning. For an independent developer like myself, it meant climbing a very steep learning curve and understanding every aspect of controller design and implementation from the ground up.

The journey has been incredibly difficult, and the road has been anything but smooth. Building this demo from scratch without any funding has been a constant challenge. Since the beginning, I have carried the mission of creating a real, playable prototype without financial backing, something tangible that can demonstrate our vision and help us seek the funding needed to continue development.

Even so, I must emphasize that what you see today is only scratching the surface of Project Escher’s true potential. As a solo developer working on the game most of the time, there are natural limits to what can be accomplished without proper funding. Yet despite those limitations, I truly believe this project has the potential to become something unique.

Project Escher is more than just another indie game. It represents the beginning of what we call Healing Games, a new genre we have been quietly shaping since the very beginning of Rare Castle.

Healing Games explore the human mind through psychological mystery, meaningful storytelling, and immersive gameplay, but without relying on fear, suffering, anxiety, or pain to drive the experience. Instead of asking players to survive darkness, we want them to discover hope within it. We believe games can challenge, inspire, comfort, and heal, while still delivering unforgettable adventures.

It is an ambitious vision, and we’re only beginning to scratch the surface of what this new genre can become.

I have dedicated my life to Rare Castle and to bringing this vision into reality. Looking back at everything we’ve accomplished so far, I couldn’t be prouder of what Rare Castle has achieved.

Today, I’m excited to announce that the first half chapter of the Off The Grid: Bad Dream demo prototype is now fully playable with gamepad support.

This update goes far beyond controller compatibility.

Over the past months, I’ve worked day and night resolving countless bugs while making nearly every major gameplay system more stable, reliable, and robust. Significant improvements have been made throughout the project, especially within the Palace Room of the Pantheon Off The Grid, including:

  • The Soul and Possession system.
  • The Shadow system.
  • Object interaction and item mechanics.
  • The vehicle driving system.
  • Character dialogue and inner monologue systems.
  • Countless gameplay systems used throughout the opening section of the game.

Nearly every system in the demo has been revisited, refined, and improved.

One of the biggest technical challenges was adapting the game’s large number of controls to a controller with far fewer available buttons than a keyboard and mouse. To solve this, we designed and implemented an entirely new Quick Menu system that gives players fast access to gameplay actions while keeping the controls intuitive and comfortable.

We’ve also introduced numerous contextual gameplay hints that guide players through actions, controls, and interactions as they progress, making the overall experience much more accessible.

The extension of the PlayStation MENA Hero Project, Second Cohort development period came at exactly the right time. It gave us the opportunity to continue polishing the demo, improve the gameplay experience, expand the story, and move closer to developing what is arguably the most exciting section of the demo, where the action truly begins.

That said, continuing development without financial support remains incredibly difficult. But this is my life’s work. This is Rare Castle’s mission. I’ll do whatever it takes to bring this vision to life.

Project Escher is not simply another game.

It is our passion.

It is the beginning of a new genre.

A genre rising from the ashes of traditional indie horror, challenging expectations, telling deeply personal stories, and, we hope, leaving a lasting mark on the indie game scene, and perhaps one day, on the game industry itself.

This is only the beginning.

Project Escher — Milestone 4 Complete

The fourth milestone of our six-phase full prototype for Project Escher is now complete.

Off The Grid: Bad Dream (Project Escher) - PC - Devlog 4 - The Palace Room

This phase introduces a pivotal Chapter One moment, bringing together the Soul & Body Possession system, the reveal of the Shadow character and its mechanics, a palace escape puzzle, and new story developments that deepen the experience.

With this milestone, we have reached 66% completion of the full demo prototype.

Following our submission to the MENA Hero Project on January 31, development continues as we expand the dream world layer and refine the core systems that define Project Escher.

More soon.

— Rare Castle

Project Escher — Milestone 3 Progress Update

Cinematics, Vehicle Driving System, Van Dialogue & Half Demo Milestone

As of December 13, 2025, Project Escher continues to move forward at a strong and steady pace. We’re excited to share that Phase 3 of our 6-phase Heavy Prototyping cycle is now complete — marking the third major milestone in development.

With this phase finished, the project has officially reached a key point:
we are now 50% of the way toward completing the demo / vertical slice.

Today’s newly released dev-log video showcases a significant leap forward in both gameplay and narrative, including:

  • New Cinematic Sequences
    Story-driven moments that help establish tone, pacing, and emotional weight.
  • Vehicle Driving System
    Core driving mechanics are now playable, forming a central part of the experience.
  • Van Dialogue System
    Contextual dialogue taking place inside the van, blending story, character, and gameplay.
  • Expanded Story Chapter
    A major portion of the narrative is now playable, bringing the demo closer to a complete, cohesive experience.

This milestone represents a shift from pure prototyping into a half-demo / half-story chapter, where systems, cinematics, and narrative begin to connect as a unified experience.

Story Direction – Second Half of the Chapters

With the first half of the demo now grounded in the physical world, the remaining half of each story chapter will shift the experience into a non-physical space — a world existing outside of conventional spacetime, off the grid.

This upcoming phase of development will focus on the protagonist’s inner journey through this abstract realm, where reality, memory, and perception begin to blur. Gameplay, cinematics, and narrative systems will evolve to reflect this transition, exploring psychological themes through atmosphere, symbolism, and unconventional storytelling rather than traditional physical interactions.

The next development phases will be dedicated to building and defining this world — shaping its rules, visual language, and emotional impact — as Project Escher moves closer to a complete and cohesive vertical slice.

With three phases complete and three remaining, Project Escher is steadily shaping into a polished vertical slice. Our goal remains clear:
to prepare Project Escher for submission to the Sony PlayStation.

Thank you for following the journey and supporting Rare Castle. More updates are coming soon as we push toward the next milestone.

Project Escher — Milestone 2 – New Reactive Dialogue, Inner Monologue, Vehicle Traffic, Interaction & Inventory Systems

Heavy Prototyping Development — Phase 2 Complete

Project Escher - dialogue mechanic -  vehicle traffic -  interaction -  inventory   Second 5 minutes

As of November 24, 2025, Project Escher continues to accelerate beyond expectations. Our Heavy Prototyping cycle is planned as six phases, each originally set to last two weeks. However, thanks to rapid progress and focused work, we’ve completed Phase 2 in just one week.

Today, we’re releasing the second milestone dev-log video, showcasing a collection of major systems and story elements now functioning inside the build:

  • Reactive Dialogue System – Characters now respond dynamically to each other based on context, timing, and narrative flow.
  • Inner Monologue Mechanic – The player gains real-time access to the protagonist’s thoughts, adding psychological depth and guiding exploration.
  • Vehicle Traffic Simulation – Living traffic behavior now populates the world, adding realism, atmosphere, and narrative grounding.
  • Interaction System – A flexible framework allowing objects, characters, and world elements to be examined, used, or activated.
  • Inventory System – Early implementation of item collection, management, and usage tied to the puzzles and story progression.

With this milestone complete, we’re now approaching the halfway mark of our six-phase prototyping sprint. Each milestone pushes the project closer to a polished, playable vertical slice.

Our ultimate goal remains clear:
prepare Project Escher for submission to the Sony PlayStation.

Thank you for following the journey, supporting Rare Castle, and being part of this ambitious chapter. Stay tuned — the next milestone is already in motion.

Project Escher — Milestone 1 – Introducing the Inner Monologue Mechanic

Heavy Prototyping in Full Motion

Project Escher - Inner Monologue Mechanic - First 5 Minutes

Starting this November, Project Escher officially enters its most intense development sprint yet: a structured Heavy Prototyping Cycle designed to shape the core playable identity of the game.

To keep the process focused and accountable, the team at Rare Castle has divided this cycle into six development phases, each lasting two weeks. Every phase functions as a milestone and ends with a public video update showcasing what we’ve accomplished.

These updates may reveal:

  • A newly implemented narrative mechanic
  • A fresh slice of gameplay
  • A story moment entering the build for the first time
  • A technical breakthrough that pushes the atmosphere and immersion further
  • Or any major milestone that helps solidify the vertical slice

Our first major feature in this cycle is the Inner Monologue Mechanic — a system that brings players directly into the protagonist’s mind, allowing thoughts, memories, and emotional cues to guide the narrative in subtle and psychological ways. This mechanic plays an essential role in Project Escher’s identity as a first-person healer / psychological thriller, deepening player connection and driving both story and exploration.

By the end of these six phases, our goal is clear:
deliver a polished, atmospheric, and story-rich vertical slice ready to present to the Sony PlayStation Hero Project.

As a solo indie studio growing its creative footprint, we’re excited to share every step of this journey. Thank you for being part of the road toward Off The Grid: Bad Dream — and stay tuned for the first milestone video soon.


Resources:

https://www.playstation.com/en-us/mena-hero-project
https://sonyinteractive.com/en/news/blog/mena-hero-project-vibrant-dynamic-unstoppable/
https://youtu.be/02ikyMQpYxM?si=guCRDf50ca9F2VsW


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