A third-person stealth immersive sim. One night inside the Church of Lost Consolation, before its dead saints are carried through the streets at dawn. Read the patrols, stay out of the light, and find out what the Maestro is doing. Two hits kill you. What you know keeps you alive.

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Planned Release Date: Q2 2027

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About This Game

Once a year, Vespermouth carries its dead through the streets. The relics of the saints are brought up out of the crypts, out through the great west doors, and down to the palace steps, and the city tells itself that even in death we are united.

The parade is at dawn. You have the night.

Dead Saints Parade is a third-person stealth immersive sim. You are a spy inside the Church of Lost Consolation on the one night of the year it never sleeps: vigil bells, relics laid out for the morning, and every priest in the building awake until light. You came to learn what the Maestro is doing behind the rite. You would like to be gone before the procession starts.

Observe. Plan. Infiltrate. Collect. Evade.

You are not built for this. Two hits from a guard kills you. Nothing regenerates, and there is very little healing to find. What you have instead is time to watch: patrol routes, sightlines, which door creaks, who answers to whom.

Mistakes stay made. A lockpick snapping is a noise somebody hears. A guard who finds a body never settles down again. That guard stays on edge for as long as you are in that part of the church, and there is nothing you can do about it. When you are seen, running is the plan.

Somewhere to get lost in. The church is a hub with rooms leading off it in every direction: clergy offices, a working monastery, a churchyard, an organ loft above the crossing. Underneath are the catacombs, and underneath those, a cave. Doors you couldn't open on the way down will open on the way back up. There are no waypoints.

Information is the loot. A clergy rota tells you when the sacristy is empty. A ledger tells you who the Maestro answers to. Everything you read and everything you stop to inspect goes into a journal, which pulls out the part you can use and files it as a clue. Knowledge is the thing that accumulates across a playthrough.

Most of the church isn't guards. There are worshippers who won't look up, lay staff who will walk straight to the nearest guard and report you, and one or two who just scream. Killing is only quiet if the room is empty.

Features

  • Cover-based third-person stealth: hug walls, peek around corners, break line of sight

  • Light you can change. Put out the candles and lanterns, and the dark they leave behind hides you for as long as you stay in it, because your exposure is recalculated every frame and feeds straight into what the guards can see

  • Sound that behaves like sound. Flooring changes how loud your footsteps are, walls muffle noise according to what they're made of instead of blocking it outright, and the organ covers you the whole time it's playing

  • Guards who talk to each other. One who spots you brings the rest, and a body left where it can be found puts the whole area on edge

  • Civilians, informants and screamers, each reacting to violence the way that kind of person would

  • Lockpicking where the picks break, on locks that will beat you if you rush

  • Stats that go up because you used the skill, not because you spent a point

  • Saving is something the character does: pray, light a candle, sit down and write in the diary

  • Controller-first, with a native Linux/SteamOS build developed and tested on Steam Deck

Three ways to read it

Everything in this church supports three readings at once. That the Maestro is running a scheme, and there's a ledger behind every miracle. That you've been down here too long, and your own journal has started to contradict itself. Or that something under this building is very old and very awake, and the rite is doing exactly what it says it does.

The evidence is identical in all three, and the game never tells you which one it was.

Mature Content Description

The developers describe the content like this:

Mature content in Dead Saints Parade is not gated behind progression, difficulty, or unlocks. It is present from the opening minutes of the game and builds in intensity toward the final area.
Violence and stealth kills: The dagger is the starting weapon. Stealth kill animations trigger on any backstab against an unaware enemy and can be observed within the first few minutes of play. A caplock pistol becomes available later in the church. Blood effects and persistent enemy corpses are visible throughout.
Drug and religious narrative themes: Introduced through readable documents and environmental storytelling from the opening area (Clergy Offices) onward. The plot thread about the substance the church burns during worship runs through every area of the church: Clergy Offices, Cloister, Main Nave, Churchyard, Organ Loft, and the Chapel of the Dead. Relevant documents are found in the Clergy Offices, the Chapter House, the Sacristy, and the Catacombs.
Occult and Lovecraftian content: Concentrated in the Chapel of the Dead and the Catacombs below it. Ritualistic imagery and the "Chant for the Void" narrative thread appear mainly in late-game documents and environmental set dressing.
Psychological horror: Ambient throughout, and most intense in the Chapel of the Dead and the Catacombs, which feature darkness, limited visibility, and sustained threat.
Current build status: the game is in development for a Q2 2027 release, with a public demo planned for Steam Next Fest in February 2027. The playable build covers the church area and contains all of the above in a single playthrough. Full playthrough time is roughly 2-3 hours. No skill requirement beyond basic stealth movement.
A walkthrough save or a review build with fast navigation to late-game areas can be provided on request through the support email listed on this store page.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: AMD Zen 2 4-core / 8-thread @ 2.4–3.5 GHz (Steam Deck APU class) or Intel Core i5-8400
    • Memory: 8192 MB RAM
    • Graphics: AMD RDNA 2 integrated (Steam Deck APU, ~1.6 TFLOPS) or NVIDIA GTX 1050 Ti
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 10240 MB available space
    • Sound Card: DirectX-compatible
    • VR Support: Not supported
    • Additional Notes: Targets 60 fps at 1280×800 on low settings (Steam Deck OLED verified profile).
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: AMD Ryzen 7 5700X or Intel Core i5-12400
    • Memory: 16384 MB RAM
    • Graphics: NVIDIA GeForce RTX 4060 Ti (8 GB) or AMD Radeon RX 7700 XT
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 10240 MB available space
    • Sound Card: DirectX-compatible
    • VR Support: Not supported
    • Additional Notes: Targets 1080p @ 60 fps on high settings.
    Minimum:
    • OS: SteamOS 3.5+ (Steam Deck) / Ubuntu 22.04 LTS or equivalent, kernel 5.15+
    • Processor: AMD Zen 2 4-core / 8-thread @ 2.4–3.5 GHz (Steam Deck APU class)
    • Memory: 8192 MB RAM
    • Graphics: AMD RDNA 2 integrated (Steam Deck APU) or Vulkan 1.3 capable GPU
    • Network: Broadband Internet connection
    • Storage: 10240 MB available space
    • Sound Card: Any PulseAudio / PipeWire compatible
    • VR Support: Not supported
    • Additional Notes: Verified on Steam Deck OLED. Other Linux distros supported via Proton.
    Recommended:
    • OS: SteamOS 3.5+ / Ubuntu 22.04 LTS or newer
    • Processor: AMD Ryzen 7 5700X or equivalent
    • Memory: 16384 MB RAM
    • Graphics: NVIDIA GeForce RTX 4060 Ti / AMD Radeon RX 7700 XT (with open-source drivers)
    • Network: Broadband Internet connection
    • Storage: 10240 MB available space
    • Sound Card: Any PulseAudio / PipeWire compatible
    • VR Support: Not supported
    • Additional Notes: Runs natively or via Proton. 1080p @ 60 fps on high settings.
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