Cerrado savanna at dusk with twisted trees and a distant escarpment
For publishers, investors, sponsors and partnersP52 · Original Investigation Experience RC1 · QA / Release Preparation

Ecos do Cerrado

A Brazilian narrative investigation game about documents, memory and reconstruction.

Developer
Wilson Junior, solo
Engine
Godot 4.7.x
Build
0.8.9.72 — P52 RC1
Funding ask
R$ 40,000
01What the game is

Archives, maps and testimony as discovery mechanics

Ecos do Cerrado combines documentary investigation, fictional historical narrative and diegetic technology to transform archives, maps and testimony into discovery mechanics.

Setting

Goiânia, Brazil. The player remains in 2026 throughout. Historical layers such as 1933 are documentary reconstructions generated and read through the investigation — not time travel.

Protagonist & technology

The player follows Nonolho, working with Thoranico: an original fictional in-universe system used to analyse documents, maps and evidence and to reconstruct historical layers.

Creative pillars

  • Documentary investigation
  • Goiás / Cerrado atmosphere
  • Memory and evidence
  • Thoranico
  • Nonolho
  • Cinematic presentation
02Project axis

A Living Memory Dossier of Goiânia

The project is built as a dossier: an investigation that assembles urban memory from documents, maps, photographs, testimony, architecture and conflicting evidence.

Documents and maps

Records and urban plans are the primary material of play, not decoration.

Photographs and architecture

The built city is read as a source: facades, plans and traces of use.

Testimony

Oral memory enters as a source with its own weight and its own limits.

Conflicting evidence

Sources disagree. The dossier holds the contradiction instead of resolving it into a single official version.

Anchored in 2026

Nonolho is physically in Goiânia in 2026. Historical decades are documentary and evidential reconstructions — never time travel.

Why it matters commercially

A distinctive Brazilian subject with cultural and heritage value, delivered as a playable investigation rather than a documentary.

Canonical positioning. No claim of institutional partnership or archive agreement is made on this page.

03Core loop

Documents → analysis → connections → reconstruction → new hypothesis

  1. Step 1

    Documents

    Source material enters the investigation: records, maps, testimony and evidence.

  2. Step 2

    Analysis

    Material is examined and interrogated through Thoranico.

  3. Step 3

    Connections

    Relationships between documents and evidence are established.

  4. Step 4

    Reconstruction

    A historical layer is reconstructed from the connected material.

  5. Step 5

    New hypothesis

    The reconstruction reframes the case and drives the next line of enquiry.

04Differentiation

What sets the project apart

Evidence-first investigation

The investigation is built around documents, maps, testimony and evidence rather than dialogue-tree deduction.

Brazilian / Goiás setting

A setting and cultural identity rarely represented in narrative games.

Historical memory, read from 2026

Historical memory is interpreted through a contemporary investigation, keeping the player anchored in the present.

Original fictional technology and IP

Thoranico is original IP: a diegetic analysis system that carries both the mechanics and the fiction. Presentation is cinematic throughout.

05Current build

P52 baseline — 0.8.9.72, Original Investigation Experience RC1

Baseline
P52-ORIGINAL-INVESTIGATION-EXPERIENCE-RC1 · 2026-08-19
Build reference
0.8.9.72
Engine
Godot 4.7.x (declared)
Visual Book
Premium 2026.10 (historical edition)
Save schema
1.8
Structural flow
Menu → credits PASS in static flow: 8 chapters, 19 canonical scenes
Python tests
571 / 571 PASS
GDScript sanity
96 / 96 PASS · independent gdparse parser 96 / 96 accepted
Static audit
PASS · 0 missing res:// references
Release audit
PASS · 503 images, 576 audio files, 421 dialogue entries, 0 disconnected main dialogues
Audio
PASS · 18 / 18 buses; provenance carries no false field-recording claim
Visual
PASS
Experience preflight
P52 PASS · 14 / 14 controls
IP compliance
0 BLOCKER · 0 HIGH · 2 MEDIUM (historical / contextual ALVIGO uses, pending human review)
External gates not claimed
Boot, input, render and playthrough on Godot 4.7.1; human perceptual review of layout, contrast, audio, pacing and accessibility; PCK / EXE inspection, signing and distribution; legal opinion, formal trademark search, contracts and age rating.
Public build
Not public yet — external access after QA validation.
Developer
Wilson Junior, solo developer

P52 experience — seven authored procedures across chapters 2–8

  • Scale association
  • Network map
  • Version overlay
  • Audio annotation
  • Consent
  • Custody
  • Final edit
  • Letters, destinations, map and custody support drag and drop, with functional parity via Tab / Enter / buttons
  • The 1960 comparison uses two of the project's own documentary reconstructions, a transparency slider and a visible marker
  • Incorrect attempts receive three levels of guidance per chapter and never create a dead end
  • Local ledger records source, attempt, conclusion, hypothesis, review and closure; method integrity and pressure are bounded 0–100
  • The final dossier receives an auditable method arc without retroactively rewriting the human choice
  • A brief environmental reaction confirms a completed method without suggesting physical travel

Audit note

P52 automated and static validation is green: pytest 571/571 PASS, GDScript sanity 96/96 PASS, independent gdparse parser 96/96 accepted, static audit PASS with 0 missing res:// references, release audit PASS across 503 images, 576 audio files and 421 dialogue entries with 0 disconnected main dialogues, static menu-to-credits flow PASS over 8 chapters and 19 canonical scenes, audio PASS on 18/18 buses, visual PASS and the P52 experience preflight PASS on 14/14 controls. IP compliance returns 0 BLOCKER, 0 HIGH and 2 MEDIUM items — historical and contextual ALVIGO uses awaiting human review — so no full legal clearance is claimed. External gates remain open and are not claimed here: boot, input, render and playthrough on Godot 4.7.1; human perceptual evaluation of layout, contrast, audio, pacing and accessibility; PCK / EXE inspection, signing and distribution; legal opinion, formal trademark search, contracts and age rating. There is no distributable public build, no public demo, no validated Windows export and no definitive release-ready status.

06Funding ask

R$ 40,000 completion tranche

A focused completion tranche, not a studio valuation. Publishing, recoup, revenue share, equity and service scope remain open for negotiation.

Use of funds

Visual / UI polish
R$ 14,500
QA, narrative regression, export
R$ 7,000
Launch creative and paid media
R$ 6,000
Localization
R$ 3,000
Release engineering and store readiness
R$ 2,500
Legal, IP and ratings
R$ 2,000
Remaining audio and VO
R$ 1,500
Reserve and tools
R$ 3,500

Total: R$ 40,000

Budget notes

Crowdfunding-specific Catarse and payment fees, and backer reward fulfillment, are excluded from direct publisher / investor capital.

The audio allocation is reduced because music and SFX are already integrated in the build.

Open for negotiation

Publishing terms, recoup, revenue share, equity and service scope are all open. No position on rights or recoup is assumed here.

07Milestones

Three tranches to release readiness

  1. M1

    Product hardening

    Visual polish plus QA covering narrative logic and export.

    R$ 21,500
  2. M2

    Global release readiness

    Localization, release engineering, targeted IP and rating review, remaining audio finishing.

    R$ 9,000
  3. M3

    Launch and contingency

    Launch creative and paid media, production reserve.

    R$ 9,500
08What we seek from a publisher

Where a partner adds the most value

Support that completes and releases the game while preserving its Brazilian identity and original IP.

Completion funding

Capital to close out the remaining production work.

Production guidance

Experienced oversight for a solo developer moving from slice to release.

Platform and release support

Support through the release process across target platforms.

Localization and global publishing

Localization support and global publishing reach.

Go-to-market expertise

Positioning and campaign expertise for a story-led title.

Preserved identity

The project's Brazilian identity and original IP are preserved.

09Boundaries

What is not for sale

Everything below stays with the project and its author, under any partnership, sponsorship or publishing arrangement.

  • Narrative control
  • Nonolho
  • Thoranico
  • Clues
  • Evidence
  • Historical documents
  • Historical facts
  • The ending
  • Intellectual property

Commercial terms — publishing, recoup, revenue share, equity and service scope — remain open. The items above do not.

10Review materials

Materials for evaluation

Updated publisher gameplay master

In preparation — no link available yet

Playable Review Build

Not public yet — external access after QA validation

12Contact

Direct line for partner enquiries

Developer
Wilson Junior
X
@nonolho
Catarse
Ecos do Cerrado

Written directly to Wilson Junior. Partners, sponsors, financiers and publishers.