Sick Chicken Studios
Based in Bristol, UK
Chasing Static is a first-person psychological horror short story. Uncover the forgotten remains of a government cover-up where a mysterious phenomenon caused time to stand still.
In the dead of night a fierce storm rages across North Wales. Miles from any town, Chris Selwood seeks refuge in a remote roadside cafe. After a brief moment of respite, Chris finds himself venturing into the woods blindly following the distressed screams of the Cafe waitress.
Explore the untouched wilderness of rural Wales as you uncover the forgotten remains of a government cover-up where a mysterious phenomenon caused time to stand still.
Inspired by 80s Sci-Fi horror and contemporary surrealist cinema, Chasing Static delivers a unique take on the narrative adventure genre through new audio driven gameplay mechanics and non-linear exploration.
Sonic Exploration - Audio driven gameplay mechanics have you hunting anomalies with an experimental Shortwave Displacement Monitoring Device.
Lo-Fi, Hi-Fi - Crunchy low poly visuals reminiscent of PS1 classics with AAA sound design and a modern approach to gameplay.
Non-Linear Gameplay - Explore the world of Chasing Static at your own pace, uncovering it's secrets in any order you please.
Bite-sized Terror - A self-contained story with an average playtime of 2 hours.
The game plays out in two narratives, intertwined and revealed as the player explores the environment and progresses through the game. The main story is of Chris Selwood, a middle-aged man who after living in Wales until his late teens has returned to the country to bury his late Father, someone he had a troubled relationship with and lost touch with shortly after leaving. Following the funeral, when returning home Chris's journey is interrupted by a fierce storm, Chris seeks refuge in a remote roadside cafe. After a brief moment of respite, Chris finds himself venturing into the woods blindly following the distressed screams of the Cafe waitress.
The second narrative is that of a long abandoned research facility, investigating a strange anomaly that created a series of events causing time to repeat itself. Whilst this element of the story is still left intentionally vague, I can confirm that you discover a lot of this narrative as you explore the areas surrounding the research facility and uncover various clues about its origins. The majority of this narrative is uncovered through the audio logs of Doctor Williams and her team with various scenes played back through flashbacks, or flash-sideways so to speak. 'Echoes' as I like to call them, events that have played out previously but not necessarily in the timeline Chris is experiencing.
Sonic Exploration is the term I have coined for the core gameplay mechanic, the game features traditional inventory based puzzles to compliment this mechanic. After reaching a specific point in the story the player will discover the Shortwave Displacement Monitoring Device. This is the Device that is shown in our teaser trailer, the player can tune into various frequency bands (similar to a traditional radio) and upon discovering an 'active' frequency use a modified directional microphone to enhance that signal. This mechanic is used for both uncovering new narrative elements and solving environmental puzzles.
We have had accessibility in mind from the very early stages of the game's development and I'm happy to say the entire mechanic has been designed with the hearing impaired in mind. If you like, you will be able to play through the entirety of the game with the sound turned off. We've made a point of having visual indicators for both tracking frequency bands and narrowing signals. All voiceover will also be subtitled.