Publisher / co-development due-diligence dossier PUBLIC WINDOWS DEMO AVAILABLE

ECOS DO CERRADO

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.

DeveloperWilson Junior · Nonolho Games
EngineGodot 4.7.1
Current platformWindows / PC
Public demo0.8.9.108 · Windows x86-64
Structure8 chapters · chapter-by-chapter production
PUBLIC0.8.9.108INTERNALP82R28 / 0.8.9.149OPEN GATEHuman Windows golden path
90S
Watch before reading

See the investigation in motion

A 90-second gameplay master showing the current visual language, interface, documents, investigation rhythm and atmosphere of Ecos do Cerrado.

Gameplay master90 seconds · current publisher review cut
Hosted review assetGoogle Drive
Open master ↗
01
Executive snapshot

What a publisher needs to understand in five minutes

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.

01

Playable proof

Chapter 1 is the current quality reference and is already playable by external users through the public demo.

08

Chapter structure

The full game is planned across eight historical chapters. Chapters 2–8 already have story, characters and text foundations.

PC

Platform reality

Windows / PC is the current validated production target. Console porting is a later feasibility and budget stage, not a finished capability.

OPEN

Commercial structure

Co-development, production services, publishing, financing or a hybrid structure can be discussed. No completion budget is represented as already committed.

StageAdvanced development / Chapter 1 reference production
Current teamSolo-led project seeking production partners
Completion capitalNot yet committed — financing is being structured
Immediate objectiveScope remaining production into milestones, team needs and a realistic budget
02
Player experience

Investigation through material evidence

Documents, maps, photographs, testimony, architecture and conflicting traces are not supporting flavor. They are the primary language of play.

  1. 01

    Collect

    Records, maps, testimony and evidence enter the investigation.

  2. 02

    Examine

    The player reads, zooms, compares and interrogates material through the investigative interface.

  3. 03

    Connect

    Relationships are established between people, places, dates and sources.

  4. 04

    Reconstruct

    A historical layer is assembled from connected evidence.

  5. 05

    Reframe

    The reconstruction changes the hypothesis and opens the next line of enquiry.

Creative pillars
Documentary investigationGoiânia / Cerrado identityMemory and evidenceNonolhoThoranicoCinematic presentation
Narrative rule

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.

03
Positioning

Why this project is distinct

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.

A

Evidence-first

The investigation depends on primary material, not only dialogue-tree deduction.

B

Brazilian specificity

Goiânia and the Cerrado provide an architectural, cultural and historical identity that is central to the product.

C

Original in-world system

Thoranico functions as a diegetic analysis layer that connects mechanics and fiction.

D

Long-form historical arc

Eight chapters allow the investigation to move across different periods without abandoning the same central city and thematic frame.

Intended audiencePlayers who value narrative investigation, historical mystery, document-driven discovery and atmosphere.
Market claim disciplineThis page does not invent sales forecasts, wishlists, awards or audience size.
04
Content architecture

Eight chapters, one city, changing historical layers

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.

Playable referenceNarratively structured / production remaining
05
Build & technical due diligence

Separate public proof from internal production evidence

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.

Public development demo

0.8.9.108

Platform
Windows x86-64
Access
Public on itch.io
Purpose
External play, feedback and product proof
Open demo ↗
Latest internal checkpoint

P82R28 / 0.8.9.149

Platform
Windows x86-64
Transport integrity
ZIP recomposition 5/5 PASS; generated EXE hash matched expected
Open gate
Human golden path on real Windows
Chapter 1 recorded gates

Current evidence inside the latest package

14 / 14Chapter 1 audit controls · score 100
68 / 68Documents tracked
61 / 61Hotspot centers clickable at 1280×720 and 1024×576
PlayablePrologue with zoom, voice and subtitles
ImplementedDocument viewer zoom / pan and right-click return behavior
ImplementedSave / CONTINUE flow and Chapter 2 firewall
ImplementedImmersive office sequence with Clarice and Saint-Hilaire / map material
ImplementedChapter ending returns to menu after “CONTINUA EM 1940”

These are recorded package gates, not a claim that the complete eight-chapter game is release-ready, certified or finished.

06
Production reality

What is built, what exists in narrative form, and what still needs production

The project is intentionally presented without collapsing “written” into “implemented.” That distinction is central to realistic scoping.

AreaCurrent stateProduction need
Chapter 1 runtimePlayable and robust referencePolish, human QA, regression and feedback-driven refinement
Chapters 2–8 narrativeStory, characters and texts already structuredNarrative refinement, implementation, integration, pacing and chapter-specific content production
EngineeringGodot project and Chapter 1 systems existCo-development capacity, tooling, integration and runtime stabilization as scope requires
Art / visual polishEstablished visual identity and playable presentationAdditional artist support and refinement may be required chapter by chapter
Audio / voicesAudio is part of the current experienceHuman voice production, immersive soundtrack and professional finishing should be scoped with specialists
QA / releaseAutomated / package checks exist for the current checkpointHuman golden path, broader QA, accessibility, regression, release engineering and store readiness
Console platformsNo validated console build is claimedPorting feasibility, certification scope and budget as a separate future stage
07
Production framework

A milestone structure before a budget number

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.

M0

Technical & production diagnosis

Review build, architecture, content pipeline, chapter backlog, QA gates and staffing assumptions.

OUTPUTScope + risks + ownership map
M1

Chapter 1 hardening

Human QA, regression, UX/UI polish, visual and audio finishing, accessibility and release-readiness criteria for the reference chapter.

OUTPUTCommercial-quality reference chapter
M2

Chapter production pipeline

Convert chapters 2–8 from narrative foundations into repeatable runtime production packages.

OUTPUTValidated pipeline + chapter milestones
M3

Full-game integration & QA

Cross-chapter systems, saves, regression, localization, audio, performance and final PC release readiness.

OUTPUTPC release candidate target
M4

Platform expansion

Only after PC stabilization: evaluate console porting, certification, platform-specific UX and commercial viability.

OUTPUTSeparate platform scope
08
Partnership thesis

A partner should accelerate production without erasing authorship

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.

NONOLHOIP · narrative · characters · investigation · creative direction
PRODUCTION PARTNEREngineering · QA · art · audio · production · release support
PUBLISHING / CAPITALFunding · distribution · go-to-market · platform reach

Work-for-hire / scoped co-dev

Defined packages, milestones and fees for the areas where the partner adds production capacity.

Publishing

Capital, distribution and market execution structured around a completion plan and commercial terms.

Hybrid structure

A mix of paid production, deferred compensation, revenue share or other aligned structures can be explored if viable for both sides.

Third-party financed co-dev

Publisher, fund or investor finances a qualified production partner while Nonolho retains the project’s creative leadership.

Current financing status

No completion capital is currently represented as committed.

The next useful number is a professional scope-based budget. That budget can then support publisher, grant, fund or investor conversations.

09
Commercial boundaries

Negotiable terms are not the same thing as automatic IP transfer

Publishing economics and production responsibilities can be negotiated. Narrative ownership and canon are protected unless a separate human agreement explicitly says otherwise.

Open to negotiation
  • Publishing structure
  • Recoup
  • Revenue share
  • Service scope and milestones
  • Territories and distribution
  • Marketing commitments
  • Platform support
Protected unless explicitly negotiated
  • Narrative canon
  • Characters
  • Historical investigation and clues
  • Documents and evidence logic
  • Solution and ending
  • Underlying narrative IP
  • Creative direction
11
Open gates & risks

The gaps are visible enough to scope

A serious publisher page should make the risk surface inspectable. These are the current areas that partnership and production planning need to close.

R1

Financing

No completion capital currently committed. Mitigation: scope first, then structure publisher / fund / investor capital around a credible budget.

R2

Human QA

Latest internal package still needs a real-Windows golden path. Mitigation: explicit validation gate before promotion.

R3

Chapters 2–8 runtime

Narrative foundations exist; implementation remains. Mitigation: chapter pipeline and repeatable work packages.

R4

Art & audio scale

Later chapters may require specialist visual, voice and music capacity. Mitigation: scope specialists per chapter rather than assume one flat cost.

R5

Release readiness

Full-game regression, accessibility, localization, store and release engineering remain future work. Mitigation: dedicated M3 integration milestone.

R6

Porting

Console viability is unvalidated. Mitigation: separate feasibility, certification and budget stage after PC stabilization.

Direct publisher line

If the fit is real, the next conversation is about scope

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.

Developer
Wilson Junior
Studio
Nonolho Games
Email
wilsaoo@gmail.com
Location
Goiânia · Goiás · Brazil
X
@nonolho