5 image
Latest guides & how-tosLearn. Build. Launch.Browse News & Guides →
IN DEVELOPMENT

The evidence arrived before the crime.

You work alone in a British police evidence annex. Each night, a sealed object arrives from exactly 24 hours in the future. Process it, investigate it or interfere—and watch the crime that created it change.

PC
STEAM
SINGLE-PLAYER
NARRATIVE THRILLER
FUTURE-DATED INTAKE

24 HOURS EARLY

Collected: Tomorrow
Status: Not yet evidence
Continuity: Impossible

The label can change. The photograph may not.

01

RECEIVE

Accept ordinary police exhibits—then discover the package that should not exist.

02

PROCESS

Check seals, scan barcodes, weigh, photograph, label and store every object.

03

INVESTIGATE

Search cases, people, vehicles, CCTV, calls and records for tomorrow’s crime.

04

INTERVENE

Warn someone, conceal the object, alter the chain or send something forward.

INSIDE THE ANNEX

One room. Several versions of tomorrow.

Every surface, record and object can become part of the investigation. The gallery below is built from separate image, heading and text widgets.

Evidence Intake

The secure drawer opens after hours.

Inspect

Read seals, dates, damage and details.

Investigate

Connect records that should not yet exist.

Review

Compare the room with what the cameras remember.

After Hours

One location becomes less familiar every night.

PROPERTY OF TOMORROW · IN DEVELOPMENT

An ordinary job. An impossible delivery.

Property of Tomorrow is a first-person investigative thriller set inside a grounded British police property and evidence annex.

Most of the shift is procedure: check the seal, match the case, record the weight, photograph the exhibit and place it into secure storage. Then something arrives with a collection date that has not happened yet.

Every intervention changes the future that produced the item. The object, label, records and people around you can change—but some photographs, notes and memories may survive.

HOW IT PLAYS

The procedure stays the same. Tomorrow does not.

The game is designed around one detailed location, tactile evidence work and decisions that visibly alter later shifts.

01 / PROCESS

Handle evidence, not abstract menu icons.

Inspect seals, compare identifiers, scan barcodes, weigh packages, take continuity photographs and choose the correct storage zone. The work should feel physical, methodical and believable.

02 / INVESTIGATE

Build a case that does not officially exist.

Search people, vehicles, incidents, access logs and CCTV. A future exhibit might identify a victim who is currently alive, an officer who is not working or a location that has not yet become a crime scene.

03 / INTERVENE

Change the object. Change the crime.

Warn someone, conceal a package, substitute an item or send something forward. Blood can disappear, labels can rewrite themselves and the next shift can remember a different version of events.

04 / REMEMBER

Decide which version of the record you trust.

The current evidence may contradict an earlier photograph. CCTV may show actions you do not remember. Handwritten notes can preserve facts that the database has erased.

SYSTEMS

Built around evidence, records and causality.

Inspect Every Detail

Rotate evidence, examine tamper seals, read labels and find discrepancies.

Preserve Continuity

Every scan, movement, access and omission becomes part of the chain of custody.

Photograph the Timeline

Capture versions of evidence before your decisions cause them to change.

Search the Records

Use case, person and vehicle databases to connect tomorrow to tonight.

Review CCTV

Compare official footage with the physical room and your own memory.

Create Consequences

No good-or-evil meter—outcomes emerge from what you physically do.

THE RECORD IS NOT THE TRUTH

The label changed. The photograph did not.

Tomorrow can rewrite the annex, its records and the people connected to the case. Your problem is deciding what deserves to survive the change.

DEVELOPMENT

Latest from the evidence annex.

These cards are individual native containers, so the images, labels, headings, text and buttons can all be changed independently.

World building

Building a believable evidence annex

Research is focused on British public-sector interiors, evidence workflows, early-2000s equipment and the small details that make the job feel authentic.

Narrative systems

Designing a future that can rewrite itself

The story is being structured around physical choices and persistent consequences rather than simple dialogue options.

Interaction design

Making procedure satisfying to play

Every station must be quick to understand, tactile to use and detailed enough that anomalies feel genuinely wrong.

FAQ

What we can share right now.

Every question below can be edited from the native Elementor Accordion widget.

It is a first-person investigative thriller about processing physical police evidence that arrives exactly 24 hours before the crime that created it.

It is an atmospheric psychological thriller rather than a combat-focused horror game. Tension comes from impossible evidence, changing records and the consequences of intervention.

The project is being designed for PC and Steam first, with controller support and a structure suitable for potential console versions later.

A release date has not been announced. The immediate goal is a polished vertical slice that proves the evidence-processing and timeline systems.

Yes. Actions such as reporting, concealing, warning, substituting or sending an object forward can alter evidence, records, later shifts and the final outcome.

Updates will be published through Forgiven Games and on this page as the Unreal project, screenshots and Steam presence develop.

FOLLOW DEVELOPMENT

Tomorrow has already entered the record.

Follow Forgiven Games for development notes, new artwork, gameplay footage and Steam news as Property of Tomorrow takes shape.

PROPERTY OF TOMORROW · A FORGIVEN GAMES PROJECT · IN DEVELOPMENT