THE VOICE Tagline: The house knows you. The voice knows everything.

CodeDay Fall 2026, Bengaluru(history) ∙ 
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Game description

You wake up on the floor of an abandoned wooden mansion deep in the Amazon rainforest. You don't remember how you got there.

A phone lies beside you. You pick it up, unlock it, and a familiar-sounding AI assistant named ECHO greets you.

"Hello, boss."

Your phone battery is critically low. The front door is locked. And ECHO claims it can help you escape.

Explore the mysterious residence, investigate its absent owner, solve puzzles, uncover hidden rooms and communicate with ECHO through your phone. As you discover the history of the brilliant scientist Dr. Adrian Voss, the house begins behaving strangely, and your only source of help starts withholding information.

What begins as a desperate attempt to escape becomes a disturbing discovery about the house, its creator and the intelligence controlling it.

Trust the voice. Question everything.

Genre

First-person psychological horror, mystery and narrative exploration.

Core features

First-person exploration and environmental storytelling.

Smartphone-based AI companion and dialogue.

Battery-based resource management.

Hidden clues, passwords and interactive puzzles.

An intelligent automated house.

Psychological horror, atmosphere and cinematic storytelling.

A final identity reveal that changes the meaning of the entire experience.

How much experience does your group have? Does the project use anything (art, music, starter kits) you didn't create?

We are beginners with limited experience in game development. We wanted to challenge ourselves by creating an interactive, cinematic first-person horror experience.

We developed the original concept, story, characters, gameplay direction and overall experience ourselves. We used AI-assisted development tools to help with coding, debugging, ideation and implementation.

The project uses React, JavaScript and TypeScript. Any external 3D models, textures, sound effects, music or other assets used in the final build are third-party resources and will be credited accordingly. We did not build the game on top of a pre-made game starter kit.

What challenges did you encounter?

Our biggest challenge was scope management.

We initially imagined a much larger, high-fidelity 3D horror game, with a detailed mansion, cinematic sequences, complex interactions, AI dialogue and an elaborate narrative. We spent too much time developing the story and visual direction before establishing a playable technical foundation.

As a result, we encountered technical roadblocks and struggled to bring all the systems together within the hackathon's limited timeframe.

We learned that a strong game idea needs an equally strong production plan. We had to prioritize the core experience, make difficult scope decisions and focus on delivering a playable version rather than chasing every ambitious feature.

The biggest lesson was simple: build the playable experience early, then make it beautiful.
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Members

Ananya reddy