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.

A Brazilian narrative investigation game about documents, memory and reconstruction.
Ecos do Cerrado combines documentary investigation, fictional historical narrative and diegetic technology to transform archives, maps and testimony into discovery mechanics.
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.
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.
The project is built as a dossier: an investigation that assembles urban memory from documents, maps, photographs, testimony, architecture and conflicting evidence.
Records and urban plans are the primary material of play, not decoration.
The built city is read as a source: facades, plans and traces of use.
Oral memory enters as a source with its own weight and its own limits.
Sources disagree. The dossier holds the contradiction instead of resolving it into a single official version.
Nonolho is physically in Goiânia in 2026. Historical decades are documentary and evidential reconstructions — never time travel.
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.
Source material enters the investigation: records, maps, testimony and evidence.
Material is examined and interrogated through Thoranico.
Relationships between documents and evidence are established.
A historical layer is reconstructed from the connected material.
The reconstruction reframes the case and drives the next line of enquiry.
The investigation is built around documents, maps, testimony and evidence rather than dialogue-tree deduction.
A setting and cultural identity rarely represented in narrative games.
Historical memory is interpreted through a contemporary investigation, keeping the player anchored in the present.
Thoranico is original IP: a diegetic analysis system that carries both the mechanics and the fiction. Presentation is cinematic throughout.
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.
A focused completion tranche, not a studio valuation. Publishing, recoup, revenue share, equity and service scope remain open for negotiation.
Total: R$ 40,000
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.
Publishing terms, recoup, revenue share, equity and service scope are all open. No position on rights or recoup is assumed here.
Visual polish plus QA covering narrative logic and export.
Localization, release engineering, targeted IP and rating review, remaining audio finishing.
Launch creative and paid media, production reserve.
Support that completes and releases the game while preserving its Brazilian identity and original IP.
Capital to close out the remaining production work.
Experienced oversight for a solo developer moving from slice to release.
Support through the release process across target platforms.
Localization support and global publishing reach.
Positioning and campaign expertise for a story-led title.
The project's Brazilian identity and original IP are preserved.
Everything below stays with the project and its author, under any partnership, sponsorship or publishing arrangement.
Commercial terms — publishing, recoup, revenue share, equity and service scope — remain open. The items above do not.
In preparation — no link available yet
Not public yet — external access after QA validation
Four official destinations. Everything else is unofficial.
Written directly to Wilson Junior. Partners, sponsors, financiers and publishers.