DEADCAM does its paperwork the way we do ours. The game, an analog survival horror built in Unreal Engine 5 by solo developer Joure Visser, presents itself as an archive of recovered recordings: each one a self-contained story on somebody's abandoned camera, each one a place you should not be, rendered in the smeared, tracking-damaged grammar of a tape that has been played too many times.
It has been sitting in Steam Early Access since July 2025 at a pocket-money price, and so far the archive holds exactly one tape: an abandoned Japanese high school, roughly an hour of exploration, a simple inventory, doors that want opening and things that do not want to be filmed. There are weapons, multiple endings, and a "playback percentage" counter aimed directly at the completionists in the room. The roadmap promises more recordings across different locations and different registers, survival horror on one tape, psychological dread on the next, which is the anthology structure this genre has been quietly asking for: found footage was never meant to be a trilogy, it was meant to be a shoebox of unlabeled cassettes.