False Echo: inspired by Papers, Please, set on a submarine

Disclaimer 1: Oppressian Empire do not have any quarrel with Arstotzka nor it's loyal subjects. We are just looking for an individual named Jorji Costava who sold us oxygen tanks which we thought were torpedoes.

Disclaimer 2: False Echo in no shape or form could claim to be a copy or successor of Papers, Please. PP is a technical and design masterpiece. FE is influenced/inspired by it, among other games (and Das Boot movie).

Year is 1942. April. Stellantic ocean. Oppressian Empire is waging a world war against Western Kingdom and United Federation (in the west) and Republic of Sovetia (in the east). We are sent to Sub 227 to investigate an incident that took place there. Apparently Political Officer has concluded that Encryption Officer is conducting subversive activities. We are a young STASEC (State Security) officer, currently on basic naval training. Perfect candidate for a mess that has to be cleared out.

When we board the submarine we discover that "incident" is a mild word for the difficult and messed up situation that's going on that sub. We are thrown into the mix, assigned as a new Encryption Officer. Our job is rather simple: ensure that communication, information and documents passing through are thoroughly checked, verified and approved/denied.

Easier said than done.

We have at our disposal several machines, tools and multiple procedures. Typically we talk with the crew, open up our Daily Orders, check up-to-date rules and apply them while encoding or decoding the messages. We are using several key machines and tools like:

  1. OBSCURA M3: encryption device based on Enigma M3, with the addition of numbers and reduced number of cables. We type the message and then write which lightbulb letter appears.

  2. ECHO stamping device: with two basic functions - TRUE or FALSE ECHO. Ink cannot be washed away.

  3. Teletyper: this machine can receive coded messages (and print them) and also send your encoded messages to the HQ.

We also have pen, regular stamps to mark documents in certain prescribed way and mutiple fields to check. Fields like Sender ID, authentication code, date, signature, all can and must be checked prior to our stamping.

Messages and documents are various. Sometimes we sign the equipment receipt or transfer order, sometimes it's a meteorological report. And sometimes order to patrol certain quadrant.

Enemy is trying to deceive us. Message might look correct but one tiny detail could mean that this is a FALSE ECHO that we stamped as TRUE thus increasing our chance of sudden depth-charge attack and death.

As the days go by we start to realize that things are not that simple as we thought. There is a spy/saboteur onboard but we are yet to figure out who that is. And different departments/compartments and groups have agenda of their own. Our actions could have consequences. Sometimes light (someone being mad that we didn't approve their message) sometimes dire (mistaking enemy dispatch as legit, bringing us into the ambush site). Sometimes we are willing to get a citation for approving a certain message but gaining something out of it. Sometimes we are unwilling to approve as that might get us to military tribunal and execution.

Game is divided into days, each day has set of tasks and events. After each day there is a War Diary screen, recapitulation of that day and things that have happened. That's a moment of tranquility where we can rest a bit.

In a nutshell it is data/document/paper checking game with a narrative component. A pixel art adventure that is influenced by the movie Das Boot and the game Papers, Please. Originally I've started making an Enigma machine game but, after playing PP, I thought that additional depth could be added. Thinking of the claustrophobic environment of a WW2 Uboat, all that tension and constant danger, I wanted to make a different experience.

I was genuinely surprised with how well the game (well, the promo material, videos, screens) is received as well as the idea. Since April almost 100.000 wishlists, calming my fears of "ah another PP clone" and "only WW2 fans would play it" and similar. Not to mention that this is my first pixel art game. In previous 2 decades I've worked on RTS, RTT, F2P games, various visual styles and thematic, this is the first time that I am drawing and animating a pixel art game (and the last time I started up the GM engine was 2010-s or smth.

Currently I am working on a demo and game release is either end of this year, early 2027. I am making it in Game Maker Studio 2, drawing stuff on my own and with a bit of help from a friend of mine. Music is composed by another friend. True indie game development.

If you want to check more there is a Steam page here:

https://store.steampowered.com/app/4418080/False_Echo/?l=english

Disclaimer 3: by all means I am really not trying to take (nor I could) the place of PP nor trying to clone it. Just thought you might be interested in the game concept since there are some mechanics and maybe even part of the atmosphere of the Papers, Please in False Echo. And I am eagerly awaiting the return of Lucas Pope with a sequel or a new game.

u/AleksejFonGrozni — 3 days ago

FlaK wagons blasting stuff around

Hi everyone,

I've been playing around with anti-aircraft component in ATW: basically I have two types of anti-air guns, the Maxim M14 and FlaK 18. I'm planning to add more but these two represent contrasts - light anti-air with fast firing and heavy anti-air with slow fire rate. Added a bit of music to create fast action.

Apart from the fire-rate aspect there is another thing to take into account: unlike regular armored wagons these open top flatbeds have only sandbags for protection, making them vulnerable to enemy fire of all sorts. So AAA comes with a price (at least, the way I am trying to make it).

ps: game Steam page

https://store.steampowered.com/app/4822650/Armored_Train_Warfare/

u/AleksejFonGrozni — 20 days ago

Armored Train Warfare Announcement Trailer

My friend finally found some time to compose a theme for ATW. 😊

Game is set in an alternate history universe of 1917, Western Front. Tanks were supposed to make a difference but it turned out that stalemate is still there. Armored Trains are called in, to make that difference.

Player starts with some basic armored trains, hastily created and lacking the true firepower. As time pass by you get upgrades, unlocking more wagons, better armament, new types.

Missions vary from simple escort, reconaissance, delivery, assisting defense to massive and tough breakthroughs, heavy firefights, serving as a strike force of your army. Apart from regular move and shoot you need to plan your routes and sometimes repair in the midst of fight.

I've tested multiplayer deathmatch as well but I am not satisfied (it works but lags quite a lot).

In general it's a massive firepower on rails, with direct and indirect control (per wagon or train command) and FPS and TPS cam.

u/AleksejFonGrozni — 28 days ago
▲ 101 r/IndieGaming+1 crossposts

Teletyper TPT Mk. V Communication Device

This is the Teletyper TPT Mk. V communication device. It is used for safe and encrypted message transfer (receiving and transmitting). It uses special ink, communication modules and paper to prevent enemy interference though it did not last long. (imaginary device, based upon WWII teleprinters and similar things)

Unlike previous devices I've split the images this time and used spritesheet animation. The device itself is cut into multiple pieces and parts, with sprite changing. I've opted out for drawn pixels instead of polygons/generated ones.

I can see potential to update the knife graphics, looks a bit out of that world (or shading is not good enough) and I have that uncanny valley feeling that something is missing on the big paper.

You can see the device and other parts (papers, knife, spritesheets and gifs) in this gallery:

https://imgur.com/gallery/teletyper-tpt-mk-v-gVgFjTz

u/AleksejFonGrozni — 20 days ago

Teleprinter machine, work in progress

Literally made a screenshot of WIP Teleprinter machine and papers/items connected to it.

You can see various papers but also a folding knife that is used to cut Teleprinter message in half. You can see how I am atlasing certain things (like spritesheet animation of paper parts, key).

u/AleksejFonGrozni — 29 days ago

Armored car P204 (f) conducting reconnaissance in force

Some of my friends call it "pew-pew" train, a Panzerspähwagen P204(f), rail version, armed with 25 mm cannon and a machinegun, doing (almost) hit-and-run tactics to recon the area and ambush the enemy light trucks.

Trucks have general (fallback) hitbox collider so no armor boxes setup for damage (hence the number of shells required).

u/AleksejFonGrozni — 2 months ago

Sub 227 cutting waves as fast as possible

Storm, destroyer chasing us, ballast tank malfunction. Try to run away or pray for a miracle.

u/AleksejFonGrozni — 2 months ago
▲ 16 r/ru_gamer+1 crossposts

KfZ 42 Armored Train attacking the rear

Armored trajn flanking and attacking an enemy howitzer battery from the rear.

u/Ahoudy — 2 months ago

Armored Train Warfare Reveal Trailer

Hi everyone,

Alex here (again), fellow historian, fellow wargame player and developer. Last time I've talked about False Echo, this time I would like to present to you another game from my kitchen, game about armored trains.

ATW is set as direct vehicle control, first/third person shooter action game. In other words you control movement, speed, direction (you can pick tracks and the crossroads), rotate and fire the guns, repair, upgrade, resupply and (that's yet to be made properly) change composition of your train.

https://i.redd.it/v4ep18tkbv6h1.gif

General gameplay involves completing a set of objectives which can range and vary from simple "attack there", "destroy enemy tanks", "destroy a bridge" to more complex like "provide fire support for our troops", "intercept enemy courier vehicle", "suppress enemy defenses on multiple points". But in it's core it involves driving your armored train, shooting at the enemy, avoiding enemy shots, trying to stay alive.

https://i.redd.it/77p9u5z6cv6h1.gif

Story is one of the alternate history. Begins around the later stages of WWI and you revolves around the armored trains. Since deadlock is still not breached with tanks warring parties try to do it with armored trains instead.

I am using some armored trains which really existed like "Khunhuz", Panzerspähwagen 204(f), Dzerzinets:

https://preview.redd.it/xxkpknxhav6h1.png?width=1920&format=png&auto=webp&s=5b45114757828aefe89f81cfc199fa6607da89d1

But also I've been working on some non-historical designs, like Vickers Mk.1:

https://preview.redd.it/p4wdm8ttav6h1.png?width=1920&format=png&auto=webp&s=208373d2b6aac50b6f9141cfa09b399266467155

which is basically a turret with 6-pounder from Vickers Medium Mk.1 tank on a custom made armored chassis.

There are classes of trains, mainly divided by their main armament. From regular gun wagons (main gun, machineguns) to artillery ones, like the one with QF 25-pounder:

https://i.redd.it/9ewn93redv6h1.gif

There is a distinction of having self-propelled drive or requiring a locomotive. Some do need to have locomotives and tenders attached while other can move on their own, like KjZ 42:

https://preview.redd.it/ziwcs1zxdv6h1.png?width=1920&format=png&auto=webp&s=34d76b0f85d64f5438efb5ad5d846eecfec555a7

There is also an anti-air defense component. So far I've added the first FlaK M14 to flat-top open cars but I also plan variety of those:

https://preview.redd.it/jmrplfsfev6h1.png?width=1920&format=png&auto=webp&s=85b5da3566f485c813747776fd85cb766e2b16d2

A more elaborate system for upgrades, resupply and repairs is also being worked upon. At first I wanted very deep tech tree like World of Tanks. But, being a single guy, I will probably reduce that and concentrate on missions and scenarios instead.

At the moment you can either control a whole composition or single wagons. So if you have 10 wagons you can fire them all at once. But you can also zoom in and fire from a single carriage, either the main gun or machineguns if you have them.

You also have air support of your own. You can call in scouts, fighters, attack aircraft, bombers. To be frank I've taken the same approach as I did with Blitzkrieg/Panzerkrieg before and I like that system, it should be useful. So recon aircraft would reveal enemy troops, fighters will hunt enemy planes, ground attack airplanes have lighter loadout but concentrate on individual targets while bombers do level bombing, flat and leave.

https://preview.redd.it/dziu4678jv6h1.png?width=1920&format=png&auto=webp&s=1766d852a0dc9f8cd30594a8148a6a31753ccec2

Enemy targets are various, there are field guns, bunkers, anti-tank guns, infantry, tanks, enemy trains. Infantry can be entrenched which complicates the things for the player, requiring switch to HE shells whilst armored vehicles require AP ones.

I am also making a bit in depth armor setup so that physics are in play as well as armor thickness, even (at least in my wishlist) crew member positions but that's a bit too much to grasp at the moment.

https://preview.redd.it/5dzciu55fv6h1.png?width=1920&format=png&auto=webp&s=6396266b387110650bfc274d4400fe6fe873b9d5

Currently game is in mid development phase: a lot of functions are there, some content is ready. I am taking my time and working gradually, step by step. Maps require quite some time to develop properly as well as mission design so I won't be able to specify when the game may come out. You can check the game itself on its Steam page if you find this interesting and/or post me your thoughts, feedback, ideas.

There are more screenshots and vids but I didn't want to spam with tons of them, hopefully I didn't do it already.

u/AleksejFonGrozni — 2 months ago

Drawing and animating roster book

A roster of sailors drawing, animating the cover and regular page flipping. I was inspired by some movie prop (document case for Operation Isabella) and wanted to create a secret "eyes only" document that holds the biographies of the crew. Although the layout looks a bit too cramped at the moment, need to further clean it up and expand, it was mostly a test of spritesheet animation of papers and cover page turning.

u/AleksejFonGrozni — 2 months ago

Put it in, take it out

Instead of coding how books/documents are placed on the shelves, using surfaces, polygons and similar things I went back to old style drawing of spritesheets and playing them. 5 or 6 frames per animation, problem solved (at least I think it's solved).

u/AleksejFonGrozni — 3 months ago
▲ 6 r/gamedevscreens+1 crossposts

False Echo: Paper Ops

Recently I've been updating the papers in False Echo: messages, dialogues, war diary. I've removed the right-mouse-button click context menu, now player can move/change documents manually by dragging them to certain areas or automating some behaviors. And there are the part of paper manipulation, works.

Still some tweaks are required but (at least for me) it looks more solid and straightforward than it used to be. And immersion is not breaking with context menu, trying to make UX, UI and general art direction to work in harmony.

You can check out False Echo on Steam:

https://store.steampowered.com/app/4418080/False_Echo/?l=english

u/AleksejFonGrozni — 3 months ago
▲ 185 r/indiegames+1 crossposts

Timelapse: Developing OBSCURA (Enigma) Machine

OBSCURA is an encryption device based on Enigma M3 (3-rotor naval variant). "False Echo", which nowadays resonate somewhere in between "Papers, Please", "Barotrauma" and "Das Boot" has changed quite a few things in the past but some things remained throughout the development and up to present day. One of those is OBSCURA.

The game itself was conceptualized, from the very start, around the encryption/decryption machine. Enigma was the obvious choice since the whole game takes part onboard an u-boat (Submarine 227). Thus, the first version was basically regular Enigma layout. That's how the work started in February 2025 (along with my exploration and re-learning Game Maker).

https://preview.redd.it/56vzsu9jc63h1.png?width=1920&format=png&auto=webp&s=5be4fb1912af74796221f822eaaff1e6cb56e36b

First more complex thing was adding a rotor and visualizing it. As soon as the first one was added additional 2 were added as well along with the lightbulbs/lights. That's where the first trouble started. Enigma rotors rotate in specific sequence. It take full circle of far right rotor until the middle rotor steps once. It takes full middle rotor rotation until the left rotor makes a move. Cutting that our in Game Maker, making 2D animation of rotor letter heads, that was the first challenge.

https://preview.redd.it/wlslytqkc63h1.png?width=1920&format=png&auto=webp&s=d8c8340fed105276e16b8b40d9ee6b3b981f1d18

Then the first graphical update came. I figured out I need to put this machine "somewhere" in the room so I've picked (at least for me) natural position: machine on the left, papers on the right. It was still far from the pixel art graphics since I was just starting to draw it and figured out - let's make PH one until I draw the proper one.

https://preview.redd.it/xpy1vwfuc63h1.png?width=1920&format=png&auto=webp&s=a06f07c94e746c98c6d94b9f79de4f041131f9aa

Then I started drawing spritesheet animated paper. Figured out we should see the papers set on a table, they cannot be there all the time. So in the coming weeks I've spent more time working on the papers than on the Enigma/OBSCURA itself.

Papers were worked out with surfaces, polygons and vertices. By the time I got back to OBSCURA it was already May and I was already arranging the stuff in the room. Picked the right bottom corner for the OBSCURA as I wanted player to have an option to open and close it. While doing that friends and those with more experience in pixel art games were already telling me that I am creating graphics with too large resolution. So it was time to reduce the size, back to the drawing board. While at it and while testing messages I also figured out that there will be an issue with numbers. Writing (encoding/decoding) a number like two hundred seventy seven is way more space-consuming that 277. So OBSCURA, unlike Enigma, got numpad as well.

https://preview.redd.it/xb3h2bvpc63h1.png?width=1920&format=png&auto=webp&s=fa74aceaa984cb7e0fc7d85cf70db153668b9a2f

Just as I was about to celebrate another issue appeared: opening and closing. It was originally planned but all the objects now had to be connected and listening to one (open/close button). Unlike Unity there is no true prefab system in GMS. Manual labor.

After a short brake I got back to visuals and updated the graphics in July. It was darker, more contrasting and generally went more towards the pixel art. Size/space was also increased, to allow player clearer visibility and better hitzones.

https://preview.redd.it/dajngy1xc63h1.png?width=1920&format=png&auto=webp&s=de34ee405c80c7430252f13ea19421c65be34927

The near-final look took shape in August 2025. I've managed to paint metallic plate, added different layers (like ones for lightbulb letters), added some details around. Angle was also changed/faked a bit so now I could add cables too, at the bottom. OBSCURA could be pulled up now to access that part.

https://preview.redd.it/wpb7kxoyc63h1.png?width=1920&format=png&auto=webp&s=3f6f35ab087ddc1f1145925afc7ef5662d643b8f

Before final look was achieved I also did object splitting to allow top panel to be opened and rotors pulled out/changed. Initially I thought of having non-opening top but it would be shame to waste opportunity to open it up and work with some inner parts. That was happening in last November and all the time graphics was updated as the lights got introduced.

https://preview.redd.it/vnrdg3g0d63h1.png?width=1920&format=png&auto=webp&s=f4f09fae5e4bd4a4f6337c18178e53dc7b128ff3

That's how the final look is achieved, the same one which is used at the moment. A long road of the same length as the game itself was walked, lots of changes, lots of cuts, reworks, priority shifts, visuals and a lot of things learned along the road. Still, OBSCURA remained the key and integral part of the gameplay, if not the most important one. Without it you wouldn't be able to decode or encode anything so it gives you special power over the rest of the Submarine 227 crew.

https://preview.redd.it/yzdl5gx1d63h1.png?width=1920&format=png&auto=webp&s=1fd5da43b5363990e96b57d80b6e7de8aa078c6e

u/AleksejFonGrozni — 3 months ago

Stamps and general insignia design

I've been playing around, trying to draw various stamps in different shapes and forms Mostly changing the outlines, colors, trying to make authentic and fake ones so that they can be compared.

u/AleksejFonGrozni — 3 months ago

Howitzer battery firing

An old animation of mine, made for Simple History channel, previously published on LinkedIn. Drawn and animated in Adobe Animate. This is the first time I've tried "rigging" process in Animate (got better later but it wasn't that bad, I guess).

u/AleksejFonGrozni — 3 months ago

Designing a stamping machine

Hi all,

wanted to show you the iterative process (at least part of it) while designing the ECHO stamping machine.

The idea behind the machine was that we could stamp papers with true or false, being a definitive action that affects further play. I took references from various places and initially thought of making it as a kind of a stamp that you can move around (Version 1).

The trouble with that approach is that it requires additional controls, depths and I just couldn't feel the power of it: turned out tall, probably not stable at all so I've ditched the idea (even though that brown handle turned out to be super contrasty against the background).

Then I went different path - fixed variant (Version 2). For that I've picked the right side (that side of the screen is mostly free). I imagined it as a kind of a metal head moving on rails, with cables visible. Turned out that head itself is too small, not powerful enough, not prominent enough.

And that's how I got to version 3 (Final) which is implemented. Took that handle going down but not over the text of the display (nor controls for true and false), stamping part clearly visible, still fixed to the right side.

And here is the mess that was left over when quickly iterating, God only knows know what is where, when, how.

u/AleksejFonGrozni — 3 months ago