Building 847 cover
Building 847 screenshot
Genre: Adventure, Indie

Building 847

Small fix for achievements not unlocking

- 2 hidden achievements, "Prepper" and "Cut Short" were not unlocking, now it should work as intended.
- Last page from Bessie's journal would close instantly, it's now been fixed
- SFX from an encounter would persist even after it ended, it's now been fixed.

Major Update with Director's Cut

Hello detectives,



It's been quite a while since the game got an update! I'll be talking a bit about the update and behind-the-scenes of it in the next couple paragraphs. Feel free to skip to the patch notes.

I took some feedback to heart and decided to focus on the game in these previous 3 months into making a new update with content I initially had to cut to meet my self-imposed deadline of a release date.

This involved creating new environments, dialogue, mechanics, models, sounds, music, and then bug fixing everything new that would break the old and vice-versa (I'm sure I missed some bugs).
It took a lot of hours, but me and my brother did it with love, this game didn't sell well, so we're not doing it for the money, I just want our first video game to be a bit better and people not be as disappointed when trying it out.

With that said, any feedback is important to me. You can report bugs in the "Discussion" part of the game on here on Steam, and I'll fix the issues in a future patch, if need be. Having a limited set of players testing the game vs releasing the game into the wild, it's bound to have some bugs I couldn't find. After fixing any leftover bugs, I'll be moving on from this game onto to the next one.
Be sure to follow on Twitter if you're interested.

If you haven't already, you can also head on over to my itch page and try out my small jam game, a first-person immersive-sim RPG called Corpus Edax.

Thank you for playing!

Patch notes:




  • Added 16 Steam Achievements. (Half are hidden, good luck hunting!)
  • Added Bessie's notebook that players can read to better understand her backstory. - Cut Content
  • Added a new apartment to explore. - Cut Content
  • Added a new environment underneath the basement - Cut Content
  • Added a new environment when routing the Good Ending - Cut Content
  • Added Shotgun weapon mechanic.
  • Added M16 weapon mechanic. (Why did I add weapons to the game? Well... play the game the find out :) )
  • Added a new Settings menu (Settings available in-game).
  • Added visual loading screens.
  • Added a Focus mechanic, you can zoom-in with the Right Mouse Button.
  • Added animation feedback when opening locked doors.
  • Added reverb zones for better sound feedback.
  • Added new elevator model.
  • Added a new "Good" ending to be more robust and satisfying to achieve. There's 2 ways to go through this, but both end the same way.
  • Expanded the wounded SWAT sidequest. - Cut Content
  • Expanded Jose's sidequest. His role was cut short in the initial release, this brings back the original vision - Cut Content
  • Made changes to the Main Menu to be more streamlined.
  • Bit better performance, Visualizing past events may still be heavy on performance.
  • Improved readability of dialogue
  • Fixed some typos on notes and dialogue
  • Fixed the last Visualize clue not showing the events.
  • Fixed Pause menu not pausing sounds.
  • Adjusted sound mix in some places.


PS: I had to redo this update as my project got corrupted and most of my logic was gone. This was supposed to come out in June 2021.

Version 1.3 - Optimization and other miscellaneous fixes.

Hello to-be detectives and detectives!

I have just released small update for the game that will improve the game's performance by 30% - you will be seeing increased FPS in some troubled areas, and I have also fixed some other minor issues.

Update 1.3



  • Performance increase by lowering the amount of pixels lights, fade/shadow distance and other things.
  • Collision fix with the Paperorium building exterior.
  • Added drop-shadow to dialogue text for better readability and added a secondary highlight color for your dialogue choices so it's clearer which one your highlighting.
  • Flashlight is a bit more powerful for better visibility
  • Added a new sound loop for the outside environment as there was an issue with one of the previous tracks.
  • SWAT van material now lights up properly from the light of the flashlight.
  • New Skybox for a better atmosphere.
  • New blood decal for a more realistic look on one of the SWAT members.


And that's it!

The next update will bring some much needed changes and other goodies! Some things I'm already working on while others are still in the wishful-thinking phase.
My aim is to be as transparent as possible so I want to share what will and should be on the next update, if all goes according to plan (yeah right!), the list will be ordered by what I'm already working on, to "I'll do it if there's time" as I still have a full-time job.

Next update



  • Controller support
  • Fully fledged options menu
  • Save and load system (game is around 1 to 2 hours, less than that if you follow the main path only but some people may not have a straight hour to spend)
  • Better player locomotion
  • Improved audio and audio mix
  • Different and additional entries for Xavier's notebook
  • More optional collectibles for lore-building
  • More dialogue choices
  • Further interaction with the wounded SWAT member
  • Further interaction with Jose
  • Steam achievements
  • Steam trading cards

Batch of small fixes

Hi everyone,

Another small update today for the following:

  • Fixed collision issue on a certain object in the top floor of the building
  • Fixed collision issue inside Bessie's apartment with some doors
  • Fixed a small bug Bessie's curtain inside the apartment, where it didn't detect physics collision with the player
  • Breathing sound from the dying SWAT member is a bit more noticeable.
  • Fixed the outside of the building not loading if the player chose the ending of leaving the building.


Thank you!
Luís