Playable proof
Chapter 1 is the current quality reference and is already playable by external users through the public demo.
A Brazilian narrative investigation game about evidence, memory and the historical layers of Goiânia.
The city is not a backdrop. It is the case file.
A 90-second gameplay master showing the current visual language, interface, documents, investigation rhythm and atmosphere of Ecos do Cerrado.
Ecos do Cerrado is beyond concept stage: it has a public Windows demo, a mature playable Chapter 1, a defined eight-chapter narrative architecture and a clear production gap that can be scoped into co-development work packages.
Chapter 1 is the current quality reference and is already playable by external users through the public demo.
The full game is planned across eight historical chapters. Chapters 2–8 already have story, characters and text foundations.
Windows / PC is the current validated production target. Console porting is a later feasibility and budget stage, not a finished capability.
Co-development, production services, publishing, financing or a hybrid structure can be discussed. No completion budget is represented as already committed.
Documents, maps, photographs, testimony, architecture and conflicting traces are not supporting flavor. They are the primary language of play.
Records, maps, testimony and evidence enter the investigation.
The player reads, zooms, compares and interrogates material through the investigative interface.
Relationships are established between people, places, dates and sources.
A historical layer is assembled from connected evidence.
The reconstruction changes the hypothesis and opens the next line of enquiry.
Historical decades are reconstructed through documents and evidence. The player remains anchored in the present; the project does not frame the experience as literal time travel.
The pitch is not “another detective game.” Its identity comes from the intersection of documentary investigation, a specific Brazilian city, original diegetic technology and an eight-chapter historical structure.
The investigation depends on primary material, not only dialogue-tree deduction.
Goiânia and the Cerrado provide an architectural, cultural and historical identity that is central to the product.
Thoranico functions as a diegetic analysis layer that connects mechanics and fiction.
Eight chapters allow the investigation to move across different periods without abandoning the same central city and thematic frame.
Chapter 1 covers the foundation of Goiânia and is the current playable reference. Chapters 2–8 already have narrative foundations and are being refined chapter by chapter rather than claimed as finished runtime content.
The public demo is what an external player can play today. The internal checkpoint is newer production evidence, but still carries an explicit human validation gate before it should be promoted publicly.
These are recorded package gates, not a claim that the complete eight-chapter game is release-ready, certified or finished.
The project is intentionally presented without collapsing “written” into “implemented.” That distinction is central to realistic scoping.
The current commercial goal is to turn the remaining game into measurable work packages. A credible completion budget should come from that scope, not from an arbitrary top-down number.
Review build, architecture, content pipeline, chapter backlog, QA gates and staffing assumptions.
Human QA, regression, UX/UI polish, visual and audio finishing, accessibility and release-readiness criteria for the reference chapter.
Convert chapters 2–8 from narrative foundations into repeatable runtime production packages.
Cross-chapter systems, saves, regression, localization, audio, performance and final PC release readiness.
Only after PC stabilization: evaluate console porting, certification, platform-specific UX and commercial viability.
The project is open to different commercial structures. The desired outcome is a professional production relationship with clear responsibilities, milestones, budget logic and aligned incentives.
Defined packages, milestones and fees for the areas where the partner adds production capacity.
Capital, distribution and market execution structured around a completion plan and commercial terms.
A mix of paid production, deferred compensation, revenue share or other aligned structures can be explored if viable for both sides.
Publisher, fund or investor finances a qualified production partner while Nonolho retains the project’s creative leadership.
The next useful number is a professional scope-based budget. That budget can then support publisher, grant, fund or investor conversations.
Publishing economics and production responsibilities can be negotiated. Narrative ownership and canon are protected unless a separate human agreement explicitly says otherwise.
Every link below serves a different due-diligence purpose: playable proof, fast visual understanding, long-form worldbuilding or public project context.
External playable proof. Public version: 0.8.9.108.
Fastest visual review for a first pass.
Canonical integrated visual dossier in English, dated 28 Aug 2026.
Canonical integrated visual dossier in Portuguese, dated 28 Aug 2026.
International editorial presence and current project updates.
Brazilian project portal and development context.
Public development presence and project updates.
Additional production or technical materials can be shared directly when appropriate. The newest internal checkpoint should not be treated as public until the Windows human gate is cleared.
A serious publisher page should make the risk surface inspectable. These are the current areas that partnership and production planning need to close.
No completion capital currently committed. Mitigation: scope first, then structure publisher / fund / investor capital around a credible budget.
Latest internal package still needs a real-Windows golden path. Mitigation: explicit validation gate before promotion.
Narrative foundations exist; implementation remains. Mitigation: chapter pipeline and repeatable work packages.
Later chapters may require specialist visual, voice and music capacity. Mitigation: scope specialists per chapter rather than assume one flat cost.
Full-game regression, accessibility, localization, store and release engineering remain future work. Mitigation: dedicated M3 integration milestone.
Console viability is unvalidated. Mitigation: separate feasibility, certification and budget stage after PC stabilization.
The immediate goal is not to force a pre-defined deal structure. It is to identify the right production role, responsibilities, milestones, budget logic and commercial path for the project.