INITIALISING THE NIGHT

ANDROID APK · v1.0.6

PREY: THE ESCAPE

EXPLORE · SURVIVE · ESCAPE

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) ARM64 Offline Outside 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 // 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.

A dark service alley in PREY: THE ESCAPE, lit by a single street lamp
03:17 The town is awake. Zara is not alone.

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.

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.

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.

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.

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 // 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
ArmFlashlight.fbx · first-person arms ACTUAL FIRST-PERSON ARMS · NO FULL-BODY MODEL EXISTS
DRAG TO ROTATE · SCROLL TO ZOOM
FILE PTE-001 STATUS: 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
“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.

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 // 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
GhoulJ.prefab · ZombieJ.fbx mesh VERIFIED GHOULJ PREFAB · GHOULJ.PNG TEXTURE
DRAG TO ROTATE · SCROLL TO ZOOM
GHOULJ PREFAB · ZombieJ.FBX MESH + GHOULJ.PNG

CLASSIFIED / HOSTILE

THE GHOUL

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
zombieC.fbx · Zombie C.png ACTUAL 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

  1. Walls are your only armour. Its vision needs an unobstructed line. Put a building between you and it, and the chase clock starts.
  2. Two seconds is the gap. Stay unseen for two seconds and it stops chasing. It waits four more, then returns to patrol.
  3. 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.
  4. 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.
  5. 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.
  6. 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 // 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.

The backlot at night: brick walls, bins, traffic cones and a single working lamp
LEVEL 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
A service alley with distant lamps and the game's interaction prompt visible
LEVEL 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
A long street with fences, gates and widely spaced lamps
LEVEL 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
The dark approach to the East Gate at the edge of the field
LEVEL 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 // 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 // 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.

  1. 01

    Explore

    Walk the streets and learn the layout by hand.

  2. 02

    Search

    Pick up keys, light and whatever keeps you alive.

  3. 03

    Light

    Find the candle. See what the dark is hiding.

  4. 04

    Solve

    Match codes, power boxes, open gates.

  5. 05

    Navigate

    Read the map. Find the hidden spots.

  6. 06

    Escape

    Reach the gate before it reaches you.

Exploring a dark street with bins and cones in PREY: THE ESCAPE
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
A dark street at the edge of the field, where the generator puzzle is
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
A long street with lamps, fences and gates, used for map navigation
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

  • First-Person Horror

    Immersive first-person perspective with a touch-first control scheme.

  • Exploration-Based Gameplay

    Search the streets, alleys and interiors. The environment is the map.

  • Puzzle Solving

    Key codes, two-slot electrical boxes and gates that demand thought, not reflexes.

  • Item Discovery

    Find keys, a candle, a flashlight and a map hidden throughout the town.

  • Atmospheric Environments

    PS1-style rendering, failing lamps, fog and a town that never quite sleeps.

  • 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.

11 // Download

Get the APK

PREY: THE ESCAPE app icon

PREY: THE ESCAPE

PREY_THE_ESCAPE_v1.0.6_RELEASE.apk

APK technical details
Version1.0.6 (version code 6)
File size55.2 MB (57,907,890 bytes)
Minimum AndroidAndroid 7.1 — API 25
ArchitectureARM64 (arm64-v8a)
Packagecom.shiva.preytheescape
DistributionDirect APK — outside Google Play
SigningRelease-signed testing build
Target APIAPI 37 (compiled with SDK 37)
DOWNLOAD APK — 55.2 MB v1.0.6 · ARM64 · Android 7.1+

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

  1. Download the APK Tap the download button. Your browser will save PREY_THE_ESCAPE_v1.0.6_RELEASE.apk.
  2. Open the file Open it from your notification shade or Downloads folder using any file manager.
  3. Allow the source, if asked Android warns that the app is from outside Google Play. Go to Settings → Allow from this source, then retry.
  4. Tap Install Launch PREY: THE ESCAPE from your home screen.
Verify the download. The SHA-256 of this exact release file is 6a0dafe41f85aeb5187d5b88b59d526f2ed21f78694a08a3bfe4f10049fe536a You can confirm it with sha256sum on macOS/Linux or Get-FileHash on Windows.

12 // FAQ

Questions in the dark

13 // Contact

Contact us

Questions, feedback, device problems — all welcome.

The door is still open.
For now.

DOWNLOAD FOR ANDROID Free APK · v1.0.6 · 55.2 MB

Android 7.1+ · ARM64 · Outside Google Play