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A grounded third-person narrative stealth/adventure game about faith, family, and consequence in a modern America where Christianity has been criminalized.
Proclaim is a grounded, modern-day, third-person narrative stealth/adventure game about faith, family, courage, and consequence in a United States where Christianity has been criminalized.
You play as Ethan Cross, an ordinary Christian husband, father, and network / low-voltage systems professional. Ethan is not a pastor, superhero, or chosen-one figure. He is a regular man with a family, a church community, a practical skillset, and a faith he refuses to abandon when the world turns against the name of Jesus.
After the First Amendment is overturned, the country changes almost overnight.
Churches lose legal protection.
Public worship is banned.
Christian media is censored.
Evangelism becomes illegal.
Believers are scattered, watched, questioned, and arrested.
But the world of Proclaim is not post-apocalyptic, futuristic, or science fiction. It is recognizable and immediate: neighborhoods, homes, offices, schools, churches, police stations, civic buildings, stores, safehouses, prisons, public screens, city streets, service corridors, and modern infrastructure.
Life continues, but the legal and social order has turned openly hostile toward Christianity.
For Ethan, the question is no longer whether faith is private or public.
The question is what faithfulness costs when silence would be safer.
At the center of Proclaim is Ethan’s family.
His wife, Sarah, and his children, Luke and Emma, are not background motivation. They are central to the emotional weight of the game. Ethan’s choices affect his household, his marriage, his children’s sense of safety, and the way his family understands courage, fear, obedience, and sacrifice.
As the church is forced underground, Ethan begins helping scattered believers survive. Safehouses form. Hidden worship gatherings emerge. Messages must be moved carefully. Public Christian witness becomes dangerous. Technology, stealth, mercy, wisdom, and courage all become part of the same fight.
Ethan’s work as a network and low-voltage systems professional gives him a unique role in the underground church. He knows how buildings are wired, how systems connect, where infrastructure hides, and how communication can be rerouted when official channels are silenced.
But Proclaim is not about one man saving the world.
It is about one man trying to remain faithful while helping build a witness that can outlive him.
Proclaim blends authored story missions with a semi-open world structure built around believable districts, physical travel, stealth, exploration, dialogue, and systemic consequence.
Players will move through neighborhoods, safehouses, churches, civic spaces, commercial areas, infrastructure sites, roads, rooftops, and restricted zones. Missions are still story-driven and carefully authored, but they exist inside a world that watches and responds.
The player’s life between missions matters.
You may be seen helping a stranger.
You may be reported by a frightened neighbor.
You may encourage a believer who is close to giving up.
You may avoid a checkpoint, reroute a broadcast, spare an enemy, expose a lie, or speak the name of Jesus in a place where everyone knows the risk.
Every public action can become part of Ethan’s witness.
Explore a grounded modern world made of persistent districts, safehouses, public spaces, infrastructure routes, mission locations, and hidden paths.
Avoid patrols, cameras, informants, checkpoints, raids, surveillance, and pursuit. Choose when to move carefully, when to hide, when to run, and when to stand.
Use Ethan’s professional knowledge to access service corridors, network panels, control rooms, public screens, communication systems, and physical infrastructure. Technology is spatial, physical, and risky, not sci-fi hacking.
Conversations are not throwaway moments. Ethan’s words, tone, honesty, courage, restraint, and emotional presence can affect relationships, trust, future scenes, and long-term outcomes.
The world remembers how Ethan lives. Mercy, violence, silence, courage, public witness, family stewardship, discipleship, and technical choices can ripple through NPCs, districts, safehouses, authority pressure, and the underground church.
Protecting Ethan’s family is not separate from the story. It is part of the story. The game continually asks what it means to lead, love, protect, and remain faithful when the cost reaches home.
Choices can shape relationships, public perception, arrest risk, mission paths, ally outcomes, safehouse strength, and ending routes. Even in darker endings, the Gospel is not extinguished.
In Proclaim, the world does not only remember what Ethan says.
It remembers how he lives.
If Ethan shows mercy, people may remember.
If he relies too heavily on force, the public may fear him.
If he speaks clearly about Christ, his influence may grow, but so will his exposure.
If he neglects his family, that cost will be felt at home.
If he disciples others, the underground church may become stronger without him.
If he makes everything depend on himself, the movement may weaken when pressure comes.
Arrest is not simply a fail state.
If Ethan is naturally caught, betrayed, exposed, cornered, or chooses to surrender, prison becomes a consequence route and a mission field of its own. If Ethan avoids arrest, pressure does not disappear. It shifts onto his family, allies, safehouses, and the wider underground church.
Capture is not scripted.
Pressure is.
Proclaim is serious, grounded, and emotionally human.
It is not designed as a shallow morality game, a sermon simulator, a culture-war rant, or a generic dystopian shooter. It is a dramatic work about faithfulness under persecution, the cost of truth, family stewardship, public and private witness, and the endurance of the Gospel.
Violence may exist in the world, and self-defense may sometimes be necessary, but violence is not the core fantasy of the game. Stealth, prudence, mercy, witness, technical ingenuity, relationship-building, and sacrifice are central to the experience.
Ethan does not convert people through a persuasion mechanic.
He bears witness.
He tells the truth.
He suffers faithfully.
He protects others.
He shows mercy.
He proclaims Christ.
And through that witness, God may work in the hearts of others.
Experience Ethan’s home, family, church, work, and community before the world changes. Learn what is being lost.
The church is forced underground. Safehouses form, travel becomes dangerous, and Ethan begins helping scattered believers survive.
State pressure escalates into targeted pursuit. Ethan may be arrested, remain at large, or see another key character detained depending on player choices and world state.
The underground movement expands. Broadcasts, public testimony, journalism, legal pressure, and acts of conscience begin changing the wider world.
Family, faith, stealth, technology, sacrifice, public witness, and legacy converge in a final act of proclamation.
Proclaim is currently in development by Providence Studios.
More details, screenshots, development updates, and community opportunities will be shared as production continues.
Stay connected with Providence Studios:
The world is watching.
Your family is watching.
The underground church is watching.
Your enemies are watching.
And some who do not yet believe are watching.
What will your witness leave behind?
Release
Window: TBD
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