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Late Night Manifest

Screenshots

Late Night Manifest screenshot 1
Cinematic Trailer trailerWatch trailer on Steam ↗

Late Night Manifest

Bermuda Games · Published by Bermuda Games

Content notice: The game has got corpses and may have some jump-scares. Also has got weapons like pistol gun. In some scenes, player should shoot to other creatures like humans.

Last updated 28 Sept 2026

As Marco, you wake up to a reality where the world shrouded in darkness, forcing you to fight for survival while seeking answers in abandoned darkness.

Free to PlayComing SoonDJCTQ 142 DLC available ↗Full Controller Support

Free

View on Steam

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Action, Adventure, Indie · More free games

About this game

Late Night Manifest is a PSX-style post-apocalyptic survival horror game with fixed third-person camera, focused on exploration, environmental storytelling, and puzzle-solving.

You begin alone in your own home, with no clear answers. From there, you must explore the region by visiting key locations by car, unlocking doors, and navigating interconnected paths to reach critical destinations. Progress is driven by observation: examining environments, solving riddles, and overcoming obstacles that block your way forward.

Game Mechanics

A limited inventory system designed to reinforce tension and decision-making. Players can carry only a small number of items, forcing them to carefully choose what to bring before venturing into the darkness.

Items can be stored in the inventory or held directly in Marco’s hands, affecting how you explore the environment.

The destination is set, but the journey is yours to define. As you explore, you’ll discover weapons, tools, and key items that open new routes or allow you to survive increasingly tense encounters. Every unlocked door or hidden passage offers multiple ways to advance, letting you choose how to reach your goal rather than forcing a single path.

The apocalypse didn't happen by accident. Examine the environment and solve puzzles, riddles and unknowns to uncover the terrifying sequence of events that brought the world to its knees. Every note you find and every riddle you solve brings Marco one step closer to understanding the true nature of the darkness.

Loneliness is heavy, but you're not truly alone. Survivors are out there, waiting for you. To join them, you must overcome hardened paths and survive through pitch darkness. The meeting point is your lifeline. Don't let the shadows prevent you from reaching it.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: 10
  • Processor: Intel i5 or equivalent
  • Memory: 4 GB RAM
  • Graphics: 1 GB VRAM
  • DirectX: Version 10
  • Storage: 2 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Thai, Traditional Chinese, Turkish, Vietnamese

Latest news

  • Patch NotesOfficial

    Fine-Tuning the Demo Experience

    Late Night Manifest - Development UpdateI’ve been spending the last few weeks polishing Late Night Manifest and, this time, a lot of the work has been focused on the small details that can make a surprisingly big difference in how the game feels.Some of these changes may not look very significant on their own, but together they help make the controls more predictable, reduce unnecessary backtracking, improve readability, and make exploration feel smoother.Here’s what I’ve been working on. 🎮More Predictable ControlsOne of the things I’ve been working on is how option selection behaves when a button is held down.Previously, some of the options in loadout scenes and machine controls would continuously cycle while the button was being held. This could sometimes cause the selection to move further than the player intended, especially when they only wanted to move one step.I’ve changed these interactions to use discrete selection.Now, each button press moves the selection one step instead of continuously cycling through the available options while the button remains pressed.It’s a small change, but it makes these interactions feel much more deliberate and predictable.🚗Improvements to the Car SequencesI’ve also made several changes to the car-related sequences.Engine Start SequenceThe car engine start process now happens only once per session.Once the player has gone through the engine-start process, the game remembers that it has already been completed during that session.However, if the player returns to the main menu and starts a completely new session, the process will be shown again.This gives us a better balance between introducing the mechanic and avoiding unnecessary repetition later in the same playthrough.Car Signal TutorialI’ve added tutorial text to the car signal phase as well.This should make it clearer what the player is expected to do during this part of the sequence, especially for players encountering the mechanic for the first time.I want the game to ret...
    Read full article on Community Announcements (alininavcisi)
  • AnnouncementsOfficial

    The Late Night Manifest Demo is OUT NOW!

    After a longer wait than I originally planned, Late Night Manifest's demo is finally available!I originally planned to release the demo on August 1st, but during the final testing phase I ran into some major bugs that I simply couldn't ignore. On top of that, the Steam review process took longer than expected.So the release was delayed but better late than broken. 😄I'm really happy that I can finally put the demo in your hands.What's included in the Demo?The full game is planned to have 6 different areas, but I wanted to keep some of them for the full release.The demo currently includes:Trailer Park; Marco's homeSentinel Mine; a small portion of the MineGilman's Estate; the complete areaThe remaining three areas will be saved for the full game:ForestSewerGas StationThe idea is to give you a good taste of what Late Night Manifest is about without revealing everything before the full release.There May Still Be BugsEven though I've spent a lot of time testing the demo, there may still be some minor bugs.If you encounter something strange, please let me know!I'm currently dedicating essentially all of my time to this game, so if you find a bug, have a suggestion, or simply think something could be improved, I'll be keeping a close eye on your feedback and working on it as quickly as I can.Your feedback at this stage is incredibly valuable to me.Mac & LinuxI've also tested the game on macOS and Linux and, so far, everything has been working as expected.That said, I'm still being cautious here. Different hardware and configurations can always reveal problems that I couldn't reproduce during my own testing.So if you're playing on Mac or Linux and run into anything unusual, please let me know!What's Next?My main goal now is to get Late Night Manifest into the best shape possible before Steam Next Fest.Until then, I'll be focusing on:Fixing bugs and technical issuesImproving gameplay based on your feedbackPolishing existing areasMaking improvements wherever they're neededPre...
    Read full article on Community Announcements (alininavcisi)
  • AnnouncementsOfficial

    Awakening In The Coffin

    First of all, I want to start by saying a massive thank you. We are incredibly close to hitting 17,000 wishlists! Seeing this level of support for Late Night Manifest is mind-blowing. It truly fuels the dark machinery behind the scenes and keeps us going.So, where are we at right now? Here is a quick look at the current state of development and what we have been working on: Closed Playtests Have BegunI have officially kicked off closed playtests with a select group of content creators. Watching them navigate the atmosphere and mechanics I have built has been fantastic. I am heavily focused on gathering their feedback to understand exactly how the game feels in the hands of real players. Simultaneously, I am pulling the best, most terrifying moments from their playthroughs to create some fresh content for our social media channels. Locking in the August 1st DemoAll the data and feedback I am collecting right now is serving one main purpose: our public demo. I am currently setting everything up to release the demo on August 1st. Based on the playtest results, we are actively iterating on the build. We are adding tension where it is needed, removing elements that break the pacing, and making core changes to ensure the experience feels perfectly tuned before you get your hands on it. Waking Up in the DirtOn the level design front, I am currently crafting a brand-new, highly claustrophobic scene. I am designing a sequence where Marco wakes up trapped inside a grave. I really want to capture that raw, suffocating dread you feel in the darkest survival moments of Resident Evil or the oppressive isolation of Signalis. It is a psychological set-piece designed to make you feel the weight of the earth around you before the real nightmare even begins. The Road to Next FestReaching the 17K wishlist milestone puts us in a great position. Once the demo goes live on August 1st, our next major goal is clear: I will be using the community feedback from the demo to iterate, polish, an...
    Read full article on Community Announcements (alininavcisi)
  • AnnouncementsOfficial

    Signals Behind The Walls

    Hello everyone, and welcome back to another update on Late Night Manifest!Honestly, this game occupies my mind from the moment I wake up until the late hours of the night. Today, I'm thrilled to share some big milestones, a look into my design philosophy, a glimpse of what's waiting for you inside the house, and some massive news regarding the upcoming demo.1. Retro Machinery & Concrete ControlsAs I've hinted before, radiation, old frequencies, and strange radio technologies play a massive role in the world of Late Night Manifest.Take a look at the first image above. I've always been deeply inspired by those mysterious, industrial, and inherently unsettling machines found in classic survival horror games. I wanted to capture that exact feeling here. This green control system is packed with dials, flickering lights, switches, and triggers waiting to be deciphered. To avoid spoilers, I won't tell you its name or exact purpose just yet.Since the game is designed to be played seamlessly with either a keyboard or a controller, I've put a lot of care into making sure interacting with this heavy machinery feels tactile, responsive, and immersive on a gamepad. You’ll be adjusting needles and flipping switches manually, feeling the tension of the environment.2. The Anatomy of the House & Flexible DesignThe core of our upcoming demo takes place inside a massive, seemingly abandoned house. I'm happy to report that the primary puzzles for this area are pretty much complete!However, when it comes to game design, I always enforce a rule of flexibility. Sometimes, while actively coding or testing, a genuinely brilliant idea hits me out of nowhere. If a game's structure is too rigid, adding these spontaneous sparks of inspiration is impossible. But with a flexible workflow, injecting new layers into the game becomes natural.The NPC in the yellow hazmat suit (visible in the second image) is the perfect example of this. They weren't in the original blueprint, but a sudden idea brough...
    Read full article on Community Announcements (alininavcisi)
  • AnnouncementsOfficial

    Frequency Of The Unknown

    Hey everyone!Welcome to the fourth monthly devlog for Late Night Manifest. I'm excited to share what I've been diving into lately and what's on the horizon for the project. First off, a massive thank you to everyone who's been following these updates and hitting that wishlist button. Your support is a huge personal motivator for me. We just hit a major milestone of 14,000 wishlists, and seeing the community grow like this makes me even more confident about where we're headed. Let's get into what's new!New GadgetsI've implemented a new system for handling gadgets. You can now equip tools directly, switch between them seamlessly, and monitor their status via a real-time HUD in the top-right corner of the screen. If a device is interactive, you can dive into your inventory to adjust settings or toggle buttons manually.One of the new additions is the "RF Locator" (title may change, it's placeholder). This device emits an increasing frequency as you approach specific objects. If you've seen my recent social media clips, you'll recognize the distinct low-poly look and tactile feel of this gadget.Beyond high-tech gear, I've added primitive tools like a watch and a pedometer. These aren't just for show; they are essential for solving environmental puzzles. My goal is to diversify these tools as much as possible to ensure the puzzles remain fresh and challenging.Travel & New LocationsThe world is expanding beyond the initial house. You can now travel to different locations using your car. However, even getting the car started is a puzzle in itself and the journey there might hide its own secrets. I want to keep the specifics a surprise, so you'll have to discover the mechanics for yourself!The Abandoned Estate I have fully integrated a new "Abandoned Mansion" style location. The house is now completely explorable, and I’ve optimized the fixed-camera angles to ensure a smooth yet claustrophobic survival horror experience.Narrative Design & Lovecraftian ElementsThe story is ev...
    Read full article on Community Announcements (alininavcisi)

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