Front desk interface
Night audit terminal, guest queue, and quiet status chips.
PlaceholderVersion 2.0 · Media & identity
A single place for visual placeholders, CCTV-style stills, design notes, and future creator resources. Nothing here claims to be final in-game art — real screenshots and downloads will replace these cards as the prototype advances.
Use this hub for social shares, creator references, and press copy. All frames below are CSS placeholders or concept previews — not shipping assets.
Need staff-facing codes and fictional notices? Open the Employee Portal (game-world only, not a real employer system).
Open Employee PortalShowcase
Monitor-style previews for key screens. Each will become a real screenshot when the build is ready.
Camera monitoring policy for the fiction appears in the Training Manual.
For file IDs and guest risk context, open the Guest Database.
Some items appear in CCTV still notes — cross-check the Lost & Found archive.
Some surveillance notes match old Gazette clippings.
Night audit terminal, guest queue, and quiet status chips.
PlaceholderSignals, suspicion tier, and manager notes before you commit to a room.
In developmentAfter-midnight paperwork: timelines, responses, and who gets called next.
Concept previewIn-world dossiers and incidents (this site’s fiction hub — separate from the playable UI).
PlaceholderOptional drawer fiction on the Files page — fair clue, no pixel hunt.
In developmentSite-only CRT, weather, and quiet Web Audio — not part of the game build.
Concept previewSurveillance wall
Polaroid-style grabs for mood and sharing — lore lines only, no jumpscares.
The vacancy light reflects twice in the acrylic.
Static eats three frames whenever someone says the room number out loud.
Puddle ripples sync with the office radio hum — probably wind.
Tape color changed last week. Nobody filed the work order.
Needle drifts; catches a second station underneath the first.
Channel maps to no feeder cable on the diagram.
Use the Floor Plan to connect camera labels, room notes, and incident locations.
Open Floor PlanDesign direction
Short pillars that keep the project readable and scary in the right way.
Tension from tradeoffs, time, and consequences — not from startling the player for cheap shocks.
Clarity first: night auditor tools should feel workmanlike until something goes wrong.
Ordinary behaviour with one wrong detail — enough to justify a harder choice at the desk.
Corridors, keys, and incident threads tie back to specific rooms — including the ones you wish guests never booked.
Shareable, low-friction access: load a link, run a shift, close the tab — no install story required.
This hub will gain real captures and downloadable logos once the first public build is stable.
Creators & press
This section will later include official screenshots, logo files, short descriptions, and creator-friendly resources. No downloadable asset pack is hosted yet.
Dead End Motel is an indie horror management browser game about suspicious guests, pressure, incidents, and surviving the night shift.
Dead End Motel is a browser-based horror management game where players handle motel guests, monitor risk, respond to incidents, and try to survive tense night shifts without losing control of the motel.
Horror management / browser game / decision-making / indie
Web browser
In development
Reach the team via the contact section on the homepage. Email hello@deadendmotel.site is a placeholder until a monitored inbox is configured.
Logo SVG/PNG packs, high-res screenshots, and ZIP downloads are not published yet. Use the copy above and this page’s URLs until those land.
Later
Planned bundles — nothing here is a live download today.
Prototype status, the mini night shift preview, fiction files, and the dev blog stay the main paths after browsing media.
Sound starts only after you choose a radio mode and press Start radio.