
Under Signals
Under Signals
Decode the signal. Identify the mimic. Don't let them in.
Description
You are a newly appointed customs inspector at Olympus Station, humanity's furthest outpost. Your job: verify incoming ships by decoding their ARGUS four-quadrant signal — hull ID, status, cargo, and intent.
The military hands you a manual. Half of it is redacted.
Over 5 days, you process incoming vessels using a CRT-style terminal interface. Cross-reference the daily manifest, decode the raw signal data, and submit your assessment. Some ships are exactly what they claim to be. Others... aren't.
Something out there has learned to mimic our signal encoding. It's your job to spot the forgeries — subtle violations in status logic, cargo isolation rules, and warning codes the military doesn't want you to know about.
3 endings based on your decisions:
- 🔴 Port Compromised — Too many mimics got through
- 🟢 The Vigilant Sentinel — You saw through the lies
- 🟡 Blurred Lines — Somewhere in between
How to Play
- Wait for a ship signal, then download the quadrant data
- Compare the signal against the ARGUS manual (SOP button)
- Fill in your decode report: Hull ID, Status, Cargo, Intent
- Clear or Reject the vessel
- Pay attention to what's redacted — the patterns are there if you look
Controls
- Mouse only — click to interact with all panels
- SOP button opens the (partially redacted) operator's manual
- LOG button shows your decision history
Theme Connection: "Signal"
The entire game revolves around reading, decoding, and trusting signals. Every ship broadcasts a four-quadrant signal that you must interpret. The mimics forge these signals to pass inspection. The military's redacted manual hides signal patterns you need. Even the narrative builds through intercepted signals — a comms officer's whispered warning, a garbled emergency broadcast, an "accidentally" decrypted MIMIC protocol transmission. The question the game asks: when the signal looks right but something feels wrong, do you trust the data or your instincts?
Tools / Tech
- Unity (WebGL)
- Made for Ludum Dare 59
Credits
Programming/Art/Writing/Music All by [13pilgrims]
| Updated | 1 day ago |
| Published | 13 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | 13pilgrims |
| Genre | Puzzle |
| Made with | Unity |
| Content | No generative AI was used |

Comments
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Hey, here’s my feedback: You can actually glitch the manual and log windows out of bounds and unreachable to get back to. That’s what happened while I was playing it, and I got softlocked due to it.
Update: I found a way to reset the game, though I wish for this bug to be patched quickly, because beginners can easily do it by accident and be having to reset to get back this window!
Also I wanted to tell you something else: from PC, the controls are inverted and are difficult to handle, so settings for inverted controls would be great!
Thanks a lot for your detailed feedback!
Regarding the window glitching out of bounds and causing a soft lock, I've noted it down and will fix the bug as soon as I can. Thanks for sharing the reset method — it should be really helpful for others who run into the same issue.
Also, I'll seriously consider the inverted controls on PC. I'll try to add an "inverted controls" toggle in a future update.
Thanks again for your support! I'll let you know once the bug is fixed.
You’re welcome :3
Friend, I fixed the soft lock issue.
Yes :3 Also I found something else, it occurs after 1st day:
Is it a bug or something relevant to the plot?