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THE PACKAGE
Genre: psych. horror
Engine: Unity
Platform: Steam PC
Status: in development
Release: TBA

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Psychological horror · PC · Steam

The Package

A first-person psychological horror game about a hitman on his last job. Nine years of doing whatever the app sent through, and never asking which kind of job it was. The work has been quietly taking pieces out of him the whole time, and tonight it collects.

Wishlist — coming soon Watch the teaser Join the Discord

The premise

You play a hitman who works for Final Mile Express, a company that pays well and explains nothing. Some jobs are a parcel across town. Some are a name and an address. The arrangement is the same either way, and it has worked for nine years: take the job, follow the route, don't open anything, don't be late, don't ask who it is for.

What the job does not tell you is what nine years of that costs. You do not notice it happening. You get very good at not thinking about what is in the back, at treating an address as an address and a name as a name and nothing more. It works right up until it doesn't. By the time this last run starts, he has been running on that quiet damage for years, and there is not much of him left holding the line.

So when the route stops behaving, he does not have the footing to deal with it. The app starts referencing things it has no way of knowing. What he is carrying stops feeling like cargo. And the part of him that used to shrug all of this off is simply not there any more.

That is the horror we are actually going for: not something chasing him, but nine years of not asking which kind of job he was taking arriving all at once, on the worst possible night, in a man who has nothing left to absorb it.

Features

Slow-burn horror, not jump scares

We are not chasing startle reflexes. The fear here builds. Something you noticed in the first ten minutes gets genuinely unpleasant an hour later once you understand what it meant. Most of the game's worst moments are things that already happened.

A mind coming apart, on a schedule

His state is not a health bar. It is in what you see and hear and how reliable any of it is. The further into the night you get, the less you can take at face value, and the game does not stop to tell you which parts to trust.

A game that judges you back

Something is keeping track of what you did: what you looked at, what you avoided, how long you stood there deciding, what you chose when nobody was watching. It does not forget. Neither does the delivery app, and the app is not kind about it.

A city that has seen too much

Sodium-lit alleys, corrugated rooftops, empty underpasses, radio full of static. Every stop is meant to feel like somewhere with a history it is not telling you. The low-fidelity look is deliberate. Blurry, degraded images leave gaps, and your imagination does worse work than we could.

One route, no hand-holding

No glowing waypoints. No objective markers steering you to the next thing. You drive, you do the job, you deal with whatever is in the back.

The manifest

Every operator at Final Mile Express signs the same four rules before their first job. They are short, they are non-negotiable, and they are the entire reason tonight goes wrong.

  1. Don't open the package. Whatever is inside stays inside.
  2. Don't be late. The client is watching the tracker, and the tracker is always right.
  3. Don't ask who it's for. Names complicate things.
  4. Don't look back. The route only goes one direction.

Teaser

The first teaser is up on YouTube. A full trailer follows alongside the Steam page.

Watch the teaser on YouTube

Screenshots

The Package screenshot: a hitman in a suit standing on a rooftop at night under orange sodium work-lights
ROOFTOP.JPG — a delivery point under work-lights
The Package screenshot: overhead night view of a figure lying on the roof of a white delivery van
CARGO.JPG — overhead, van at a stop
The Package screenshot: a dim public restroom with a Final Mile Express delivery app notification on screen
CLEANUP.JPG — the app interrupts
The Package screenshot: a dark underpass lit by headlights with an urgent message reading tracking lost
LATE.JPG — tracking lost

Wishlist and release

The Steam page is being put together. Until it is live, wishlisting is not available yet. The moment it goes up it takes one click, and we will say so on Discord and Instagram first.

Wishlists matter more than people expect for a small studio. They are the main signal Steam uses to decide whether to show a game to anyone at all. If you want to help, being in the Discord means you will know the hour it opens.

Frequently asked questions

When does The Package release?

No confirmed date yet. It is in active development. The release window gets announced on the Steam page and our Discord.

What platforms will it be on?

PC, releasing on Steam. Nothing else announced.

What are the system requirements?

Not finalised. They go on the Steam page once the build is stable enough to measure them honestly.

What engine is it built in?

Unity.

Is it a jump-scare game?

Yes and no. There is tension and there are moments that hit hard, but the goal is dread and consequence and making you flinch when you least expect it .

How long is it?

Not final. It is designed as a focused thing you can finish in a sitting rather than a long game.

Who is making it?

Chaibyte Studios, an indie studio started in 2025 by Anshul Soni and Dev Sanjeev.

How do I contact you about it?

Email chaibyte.studios@gmail.com, or find us on Discord.

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