Zara wakes to an empty bed. Her brother Duke is gone, the streets outside
are sealed, and something is moving between the lamps. Search the town.
Find Duke. Find the way out.
Android 7.1+ (API 25)ARM64OfflineOutside Google Play
01 // About the game
The night is watching you
PREY: THE ESCAPE is a first-person horror survival
game for Android. Zara's brother and bunkmate, Duke, has vanished
from the house. The town outside is sealed by locked gates and walked
by things the game calls Ghouls and Zombies.
You get four points of health, sixteen inventory slots and a map that
shows only what you have found. No quest markers. No hand-holding.
You learn the streets by walking them, the locks by trying them, and
the route out by surviving long enough to find it.
Everything runs on-device. No account, no connection, no ads — just
you, the dark and the search.
GenreFirst-person horror / survival
ProtagonistZara
PlatformAndroid (APK, sideload)
ModesSingle-player, offline
Levels4 escape levels
EnemiesGhouls & Zombies
ControlsTouch joystick + buttons
ArchitectureARM64
SaveContinue from menu
PriceFree download
02
02 // The story
EVERY NIGHTMARE HAS A BEGINNING
The game opens in the dead of night, in a town where the streetlamps
still burn and nobody answers. Zara is asleep. By the time she wakes,
her brother Duke is gone.
SCENE 01EXT. TOWN — NIGHT
03:17 The town is awake. Zara is not alone.
I
The town that stopped breathing
“In the dead of night, morbid monsters and gruesome ghouls stir in
the darkness. Rustles turn to screams and gentle gusts turn to shrieks.”
That is the game's own opening crawl, not marketing copy. It sets
the rules before Zara has left her bed: the night belongs to
something else, and the town knows it.
II
An empty bed
Zara sleeps restlessly, woken by yelps from the townfolk. When she
gets up, Duke — her brother and bunkmate — is gone from the house.
No note. No explanation. The game never says why he left; only that
she will go after him.
The roads out are locked. Why the town is sealed is never explained.
What the game shows is simpler and worse: every way out is a gate,
and every gate wants a key.
III
The search across town
At the first locked gate Zara says it aloud: “Duke? Duke!? My
brother must of ran off… maybe through that gate over there…”
The backlot gate will not open. Arnold, a neighbour who knows her,
insists he has not seen Duke. Further on, Johnny says the same.
The town keeps its answers behind locks — and the people who are
still here only warn her to keep out of sight.
IV
What is hunting her
The build names two hostile types: the Ghoul and the
Zombie. They patrol the streets, notice movement,
investigate, chase and strike. Their origin, and why they are here,
is never stated on screen.
They are not set dressing. A single Ghoul strike deals as much
damage as Zara has health.
V
The way out
The escape is mechanical: keys carry codes, a two-slot electrical box
powers a gate, and the exit is marked with a green light. Later, at
the edge of the field, two generator keys and a multicoloured box
stand between Zara and the East Gate.
Duke is found alive — hurt, calling her name. What lies beyond the
East Gate is not established anywhere in the project. The story ends
at the escape, not the explanation.
Case notes — what the game actually establishes
The place
A residential town after dark. In-game signage names the Backlot Gate, the Side Gate and the East Gate; the final map calls the outskirts “The field”.
Why she is trapped
Duke is missing, and every route out is locked. Why the town is sealed is undisclosed.
What she must find
Duke. A matching key for each gate, two generator keys for the electrical box, and a way to power the exit.
What is hunting
Ghouls and Zombies, patrolling on NavMesh routes. Their origin and purpose are undisclosed.
The escape
Open the powered gate and get out. What waits on the other side is undisclosed.
The rule
Scares come from the choices you make, not scripted jumps — the original design notes say so explicitly.
Compiled from the intro crawl, in-level signage, map textures and NPC
dialogue inside the Unity project. Anything the game does not state is
marked UNDISCLOSED rather than invented.
03
03 // Character file
THE SURVIVOR
One playable character. One missing brother. No narrated backstory —
only what Zara says, and what she is willing to walk through.
FILE PTE-001 LIVE SCAN
RECONSTRUCTING SUBJECT…
Loading actual game mesh
3D CAPTURE UNAVAILABLE
The model could not be loaded. The dossier remains available.
ArmFlashlight.fbx · first-person armsACTUAL FIRST-PERSON ARMS · NO FULL-BODY MODEL EXISTS
DRAG TO ROTATE · SCROLL TO ZOOM
FILE PTE-001STATUS: ACTIVE
ZARA
THE SURVIVOR · DUKE'S SISTER
Name
Zara established in the intro crawl
Age
Undisclosed
Background
Lives in the town with her brother and bunkmate, Duke. Wakes to find him gone from the house.
Personality
Not narrated. She is characterised by action: she searches, unlocks and keeps moving.
Role
The player character. The camera is her eyes; she is never shown on screen.
Why she is out there
To find Duke. The game does not explain why he left.
Model
ArmFlashlight.fbx actual first-person arm rig · ZaraArmV2.png
Animation
None embedded in the arm rig
Animation
“Zara sleeps restlessly in her bed, interrupted by the yelps of the
townfolk. She will wake in the hours to come, to find her brother and
bunkmate Duke gone from the house.”
In-game intro crawl
No full-body Zara model exists in the Unity project. Her appearance is never revealed in-game; this viewer shows her actual first-person arms.
CLASSIFIED
Zara's face is never shown: the game is first-person from start to finish.
No age, appearance or personality profile is given in the project, so none
is presented here as canon.
04
04 // Threat file
IT IS HUNTING YOU
Two enemy types are configured in the build. One patrols slowly and
kills in a single strike. The other is faster, weaker, and never alone
for long.
SUBJECT 01 · GHOUL LIVE SCAN
RECONSTRUCTING SUBJECT…
Loading actual Ghoul mesh
3D CAPTURE UNAVAILABLE
The Ghoul model could not be loaded. The threat file remains available.
The Ghoul patrols waypoints, stops at random, investigates a sighting
for 2.5 seconds, then chases. One connecting strike deals 4 damage —
equal to Zara's full health.
THREAT LEVEL EXTREME
Vision12 m cone · 6 m arc · 2.5 m all-round
Patrol2 m/s
Chase6 m/s
Strike4 damage · fatal
AnimationSeparate humanoid clip · no embedded take
SUBJECT 02 · ZOMBIE LIVE SCAN
SPECIMEN
RECONSTRUCTING SUBJECT…
Loading Zombie specimen C
3D CAPTURE UNAVAILABLE
This Zombie variant could not be loaded. The threat file remains available.
zombieC.fbx · Zombie C.pngACTUAL ZOMBIE MESH · VARIANTS C / D / T
DRAG TO ROTATE · SCROLL TO ZOOM
ACTUAL GAME MESHES · VARIANTS C / D / T
CLASSIFIED / HOSTILE
THE ZOMBIE VARIANTS C / D / T
Faster than the Ghoul but frailer. The Zombie shares the same patrol /
investigate / chase state machine, reaches 6.5 metres per second, and
takes two hits to put down. Three unique specimen meshes are configured.
THREAT LEVEL HIGH
Vision12 m cone · 6 m arc · 2.5 m all-round
Patrol5 m/s
Chase6.5 m/s
Strike1 damage
Health2
AnimationSeparate humanoid clip · no embedded take
SUBJECT 01
GHOUL
THREAT: EXTREME
Configured name
Ghoul
Patrol speed
2 m/s
Chase speed
6 m/s
Strike damage
4 — equal to Zara's full health
Behaviour
Patrols waypoints, stops at random, investigates a sighting for 2.5 s, then chases.
Origin
Undisclosed
A single connecting hit ends the run.
SUBJECT 02
ZOMBIE
THREAT: HIGH
Configured name
Zombie — variants C, D and T
Patrol speed
5 m/s
Chase speed
6.5 m/s
Strike damage
1
Health
2
Behaviour
Same patrol / investigate / chase state machine as the Ghoul.
Origin
Undisclosed
Slower to kill you, faster to reach you.
Survival notes — taken from the actual AI
Walls are your only armour.
Its vision needs an unobstructed line. Put a building between you and
it, and the chase clock starts.
Two seconds is the gap.
Stay unseen for two seconds and it stops chasing. It waits four more,
then returns to patrol.
Speed is a loan.
Zara sprints at 10 m/s against a 6–6.5 m/s chase, but the meter lasts
eight seconds. Use it to reach a corner, not to win a footrace.
Listen for the stab.
A musical stab and the chase score mean you have been noticed. The
silence afterwards is not safety — it is a four-second wait.
The first hit can be the last.
Zara has 4 health. A Ghoul strike deals 4; a Zombie deals 1. Bandages
heal 1, med kits heal 2.
Fighting is not the plan.
The bat exists, but the game is built around avoidance and item
management, not clearing rooms.
No abilities, weaknesses, lore or behaviour beyond the configured values
above are presented as fact. The project does not explain what the
creatures are.
05
05 // Locations
PLACES YOU SHOULD NEVER VISIT
Four levels, one continuous night. These are the names the game puts on
its own streets — on signs, on its maps, and in the mouths of the people
still standing in them.
LEVEL 01
01
SIGNED IN-GAME — “BACKLOT GATE”
THE BACKLOT
Bins, traffic cones, brick walls and a line of lamps that only half
work. The first locked gate is here; Zara's own line points through
it. Somewhere past the houses, an exit lamp burns green.
Locked backlot gate
Key search
Green exit light
LEVEL 02
02
NAMED IN DIALOGUE — “THIS NEIGHBOURHOOD”
THE NEIGHBOURHOOD
A longer service road with the houses pressed close. Arnold calls it
“this neighbourhood” and warns that odd things are happening. The
map's first instruction is not a route. It is two words:
FIND THE KEY.
Arnold's warning
Map clue
Long dark approach
LEVEL 03
03
SIGNED IN-GAME — “SIDE GATE”
THE SIDE GATE
Fences, side gates and long sightlines. Johnny stands here,
frightened of every approach until he recognises Zara. The map marks
a lock and an X, and leaves the rest to you.
Side gate
Johnny's warning
Lock & X on the map
LEVEL 04
04
LABELLED ON THE MAP — “THE FIELD”
THE FIELD
The edge of town, where the corn begins and the map labels its own
outskirts “The field”. Two generator keys, a multicoloured electrical
box and the East Gate. Duke's voice is somewhere ahead — hurt, but
alive.
Cornfield
Generator keys
East Gate
All four images are real in-game captures from their matching levels. The
cornfield is present in the Level 04 scene but sits outside this frame; it
is not composited into the shot.
06
06 // Discoveries
NOT EVERYTHING IS WHAT IT SEEMS
The town is built out of small, readable systems. None of them are
explained twice. These are the clues the game leaves in plain sight —
with every solution kept off this page.
01 / OBJECT
THE KEY REMEMBERS
Every key in the build carries a code, and examining it reads the
engraving back to you. Locks want that exact code — not simply “a
key”. The wrong one gets a line, not a door.
CODE: REDACTED
02 / MACHINE
TWO LOCKS, ONE BOX
Somewhere in the town there is an electrical box with two key slots.
Both must be satisfied before the gate it feeds will move. The box is
not a switch you can simply flip.
KEYS: 2 / 2 REQUIRED
03 / EXIT
THE GREEN LIGHT
The route out is marked by a gate with a green light. In the first
level, Zara says she can use the key on “the gate over there with the
green light… then maybe I can get away from this place.”
LOCATION: REDACTED
04 / PAPER
THE MAP KNOWS MORE THAN IT SAYS
The map is not a route. Its own description hints at hidden spots, and
the Level 04 map simply marks “The field” and “You are here”. It tells
you what you have found, never what to do next.
HIDDEN SPOTS: UNMARKED
05 / LIGHT
SOME DOORS NEED A FLAME
The candle casts a shorter, wider light than the flashlight, and at
least one blocker in the build only yields once you are carrying
light. A darker corner is not always an empty one.
BLOCKER: REDACTED
06 / PEOPLE
SOMEONE IS STILL TALKING
Arnold and Johnny are not enemies. They know Zara, they answer
questions, and they cower when the chase begins. A conversation can
be worth more than a locked door — and it can lie by omission.
TESTIMONY: PARTIAL
Deliberately omitted from this page: every key code, key location, fuse
order and gate solution. The mysteries stay in the game.
07
07 // Game experience
YOUR ONLY WAY OUT IS TO SURVIVE
No quest arrow. No minimap. A flashlight, a candle and whatever the town
will give you. The loop is simple, and it is built to make you hesitate.
01
Explore
Walk the streets and learn the layout by hand.
02
Search
Pick up keys, light and whatever keeps you alive.
03
Light
Find the candle. See what the dark is hiding.
04
Solve
Match codes, power boxes, open gates.
05
Navigate
Read the map. Find the hidden spots.
06
Escape
Reach the gate before it reaches you.
EXPLORATION · LEVEL 01
FIELD MANUAL // 01
Walk until the map makes sense
The town is the map. Streets, backlots and service roads connect in
ways you only learn by walking them. Pickups are physical objects in
the world, not menu rewards — and there are only sixteen slots to
carry them in.
Inventory16 slots
Interaction reach4 metres
Items in the buildKeys, candle, flashlight, map, bandage, med kit, bat
LIGHT & LOCKS · LEVEL 04
FIELD MANUAL // 02
Carry light. Read the locks.
The flashlight is a thin beam; the candle is shorter but wider, and it
is the item that clears at least one light-blocked passage. Keys carry
engraved codes. The electrical box has two slots and refuses to power
anything until both are filled.
CandleShorter, wider light
FlashlightNarrow beam
Electrical boxTwo generator keys
SURVIVAL & ESCAPE · LEVEL 03
FIELD MANUAL // 03
Outlast the night
Health is four points, not a regenerating bar. The map shows what you
have found. The gate needs power. Between those three facts is the
whole game: search carefully, spend health wisely, and do not let the
chase music catch you in the open.
Health4 points
Sprint10 m/s · 8 s meter
HealingBandage +1 · Med kit +2
08 // Features
Designed to be felt
01
First-Person Horror
Immersive first-person perspective with a touch-first control scheme.
02
Exploration-Based Gameplay
Search the streets, alleys and interiors. The environment is the map.
03
Puzzle Solving
Key codes, two-slot electrical boxes and gates that demand thought, not reflexes.
04
Item Discovery
Find keys, a candle, a flashlight and a map hidden throughout the town.
05
Atmospheric Environments
PS1-style rendering, failing lamps, fog and a town that never quite sleeps.
06
Survival & Escape
Four points of health, a sprint meter and a Ghoul that can end it in one hit.
09 // Screenshots
Captured from the game
Real in-game frames. Click any shot to enlarge.
10 // Trailer
See the night first
The official trailer is still in the edit. The frames below are the game itself.
▶Official trailer — coming soon
No video has been published yet, so nothing here autoplays or pretends to.
Until then, the screenshots section is your best look at the game.
Testing build. The APK is a production release signed
for distribution, but it targets Android API 37 and is not on the
Google Play Store. It installs and runs as a sideloaded app.
How to install
Download the APKTap the download button. Your browser will save PREY_THE_ESCAPE_v1.0.6_RELEASE.apk.
Open the fileOpen it from your notification shade or Downloads folder using any file manager.
Allow the source, if askedAndroid warns that the app is from outside Google Play. Go to Settings → Allow from this source, then retry.
Tap InstallLaunch PREY: THE ESCAPE from your home screen.
Verify the download. The SHA-256 of this exact release file is
6a0dafe41f85aeb5187d5b88b59d526f2ed21f78694a08a3bfe4f10049fe536aYou can confirm it with sha256sum on macOS/Linux or Get-FileHash on Windows.
12 // FAQ
Questions in the dark
Yes. The APK on this page is a free download. There are no in-app purchases and no ads.
No. The game runs entirely offline. No account, no login, no always-online check.
The build requires Android 7.1 (API 25) or newer and contains ARM64 binaries only, which covers essentially every phone sold in the last several years.
Zara is the player character. The intro crawl establishes that she wakes to find her brother and bunkmate Duke gone from the house, and sets out across the town to find him.
The build configures two enemy types: the Ghoul, which strikes for your entire health bar, and Zombies, which are faster but deal less damage. Their origin is not explained in the game.
Yes. Each level you clear is remembered, and the CONTINUE button on the main menu takes you back to your furthest point.
The full game: menu, intro crawl, Level 1 through Level 4, loading screen, and the in-app settings that control music, sound effects, controls and graphics.
13 // Contact
Contact us
Questions, feedback, device problems — all welcome.