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The Road Ahead: Whispers of the Eyeless Roadmap

As the Prophet’s influence spreads, Whispers of the Eyeless continues to evolve, bringing new mechanics, deeper narratives, and an expanding world for players to unravel. This roadmap outlines what’s coming — from major content updates to the full release.

the first major update focuses on Old Town—a district where faith is tested, power is seized, and every decision reshapes the Cult’s future. This update brings the full Old Town story arc, expanding on the Prophet’s role in gathering followers, securing the Sanctum, and determining the fate of the district.

Beyond narrative expansion, new gameplay mechanics emerge. Preaching allows players to spread divine influence, growing the strength of Wrath, Desire, or Madness through targeted conversions. Passive Events introduce unpredictable moments that test the Cult’s stability, offering rewards or dangers based on the Prophet’s actions.

This is the first step in expanding Whispers of the Eyeless, bringing deeper systems, more player agency, and an evolving world shaped by faith, ambition, and consequences.

Here’s what’s coming in Update 1 right after a message to all of you incredible cultists.

[h2]Gratitude and Madness in Equal Measure[/h2][hr][/hr]Sixty Steam reviews. Sixty voices whispering in the dark, carving out a place for Whispers of the Eyeless among the damned and the devoted. We see them. We hear them. And we appreciate every single one.

Our next major milestone is 100 reviews. If you’ve enjoyed your time in the abyss, drop a review and help pull more lost souls into the fold. Whatever your thoughts are, positive, negative or in between, your feedback not only helps us know what you want next. But it also lets Steam know, "Hey, more people ought to see Whispers!", and that is major.

For a team with no publisher, no safety net, and nothing but a vision, your support means everything. This is our first game — a dream that’s taken shape through sheer determination, late nights, and more caffeine than is medically advisable.

Now let's get into the roadmap.



Now for the details for Update 1's content.

[h2]The Old Town Arc: Cults, Consequences, and Control[/h2][hr][/hr]Old Town is the Prophet’s testing ground, where faith, ambition, and a creeping sense of doom dictate the future. The Cult grows, the Sanctum expands, and with each new recruit, another piece of the puzzle falls into place. Every new NPC unlocks a room in the Sanctum, along with a tutorial that introduces fresh mechanics as players move deeper into the game’s layers.



Three main quests shape the district’s transformation, forcing decisions that determine who will oversee key rooms. Each choice carries weight, triggering consequence quests that branch in different directions. Six additional side quests emerge from player actions, independent of the main narrative but still shaping the Cult’s grip over Old Town.

Once all three main quests are complete, a final choice looms: the fate of Old Town itself. The Prophet claims the district in the name of the Dead Gods, but how that plays out depends on everything that came before.

This entire arc is woven into the game’s tutorial system, letting players absorb mechanics naturally instead of dumping information upfront. No info overload, no hand-holding—just decisions, ripple effects, and the gradual realization that every step forward leaves a mark.

[h2]Spread the Word: The Power of Preach[/h2][hr][/hr]Preach replaces a Tale for the day, shifting focus from storytelling to spreading divine influence. Players must find up to six individuals in a crowd, each aligned with Wrath, Desire, or Madness.

Each identified follower is marked, making their allegiance clear. Unlike other actions, Preaching lowers district threat rather than increasing it, allowing for safer influence-building. Unlocking Preach requires progression, starting at two selections and scaling up to ten at higher tiers.

Selecting them strengthens the chosen god’s meter, granting increasing bonuses as more are found.


People
Wrath
Desire
Madness

1

Wrath Influence: +4%
Wrath Ascension: +1

Desire Influence: +4%
Desire Ascension: +1

Madness Influence: +4%
Madness Ascension: +1

2

Wrath Influence: +8%
Wrath Ascension: +2
Whispers: +50

Desire Influence: +8%
Desire Ascension: +2
Gold: +50

Madness Influence: +8%
Madness Ascension: +2
Relics: +1

3

Wrath Influence: +12%
Wrath Ascension: +3
Whispers: +50
Cultists: +1

Desire Influence: +12%
Desire Ascension: +3
Gold: +50
Cultists: +1

Madness Influence: +12%
Madness Ascension: +3
Relics: +1
Cultists: +1

4

Wrath Influence: +16%
Wrath Ascension: +4
Whispers: +100
Cultists: +1

Desire Influence: +16%
Desire Ascension: +4
Gold: +100
Cultists: +1

Madness Influence: +16%
Madness Ascension: +4
Relics: +2
Cultists: +1

5

Wrath Influence: +20%
Wrath Ascension: +5
Whispers: +200
Cultists: +2

Desire Influence: +20%
Desire Ascension: +5
Gold: +200
Cultists: +2

Madness Influence: +20%
Madness Ascension: +5
Relics: +4
Cultists: +2

[h2]Passive Events[/h2][hr][/hr]Passive events can appear each day in Sanctum. There is a 25% chance of an event happening when the day begins. Events roll from those that meet their conditions, including some from the previous day, like callings or tales.

The same passive event cannot appear twice in a row. When an event ends, it cannot appear again for at least 5 days. Each day, only one event can appear.


Condition
Event
Effect

Faith 75% or higher
1 day

The Flock Grows
High Faith
The Whispers guide the Awakened to our most holy Sanctum.

Cultists: +1

Notoriety 25% or lower
1 day

From the Shadows
Low Notoriety
Aranthor’s guard is down. Now is the time for decisive action.

Disciples experience: +100

Winning Tale
1 day

Worthy of the Gods
Successful Tales
The Gods grant divine wisdom to their Prophet.

Whispers: +50

Needs 25% or lower
1 day

Focused Faithful
Low Needs
The cultists are performing their duties effectively, freeing the Prophet to contemplate the Whispers of the Eyeless.

Prophet experience: +50

Successful Calling
1 day

A Holy Gift
Successful Callings
Additional holy relics were discovered in the vault… perhaps bestowed by the Gods themselves?

Relics: +2

Faith 50% or lower
2 days

Insidious Doubt
Low Faith
The cultists cannot be overseen at all times. It would be wise to bolster their faith.

Prophet Health, Loot and Sanity: -10

Notoriety 75% or higher
2 days

Secrecy in Peril
High Notoriety
As word of the cult spreads, fear grips the cultists’ hearts and weakens their resolve.

Prophet Health, Loot and Sanity: -10

Failing Tale
1 day

Deafening Silence
Failed Tales
Do the Gods doubt their chosen Prophet? We must turn the tides back in our favor.

Whispers: -50

Needs 75% or higher
2 days

Pestering Masses
High Needs
The Prophet must expend energy and effort to maintain order.

Prophet Health, Loot and Sanity: -10

Failed Calling
1 day

Whispered Repercussions
Failed Callings
A cursed malediction overcomes our Disciples. Their screaming is most disconcerting.

Disciples Sanity: -10
Alright, that's it for now. Let us know what you think in the comments!



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