Team 237 emblem over an archival landscape
INVESTIGATEDOCUMENTRECOVER

Independent collective · Open archive

TEAM 237

We recover videogames that should never have been lost.

Investigate · Document · Recover

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Learning to read
what they left behind.

We did not begin by making videogames. Team 237 was formed during our university years as a shared space for researching stories, images, archives and interactive forms. Over time we understood that some projects do not need someone to replace their author, but someone willing to learn how to read what was left behind.

In 2024 an unfinished game reached us, together with journals, notebooks, old builds and years of documentation. Since then, we have been reconstructing it without erasing the questions it contains.

01

Investigate

We reconstruct the provenance of every file, text, image and decision. Before changing anything, we need to understand what purpose it served.

02

Document

We record versions, contradictions and production decisions. Documentation is not an appendix to the project: it is part of it.

03

Recover

We recover incomplete systems and scattered materials to make the work publishable without pretending it was born complete.

Gamescom · 2024

A project that arrived
before its answers.

01

The meeting

At Gamescom we met Álvaro Llorente’s wife. She was looking for a publisher for a videogame completed by her husband. It impressed us, although another publisher made a financial offer we could not match.

02

The second project

She then told us about a more ambitious, stranger and unfinished work: a game accompanied by journals, notebooks and extensive research material.

03

The reconstruction

With her permission, we examined the files and took on the task of completing the project. The main reconstruction is carried out by an external developer coordinated by Mateo Ferro.

Álvaro Llorente disappeared during a research trip to Casa da Fonte. His whereabouts remain unknown.

Five disciplines · One shared responsibility

Team 237

Former university classmates from engineering and the humanities. We are not a conventional studio; we are the team this archive needed.

Editorial portrait of Iria Fontán

01 / 05

Iria Fontán

Anthropology and documentary research

Catalogues the materials gathered by Álvaro and studies their provenance. She reconstructs dates, names, places and relationships without confusing research with speculation.

Editorial portrait of Mateo Ferro

02 / 05

Mateo Ferro

Technical engineering and production

Coordinates development, organises builds, supervises the technical reconstruction and acts as liaison with platforms and collaborators.

Editorial portrait of Cira Valcárcel

03 / 05

Cira Valcárcel

Philology, writing and localisation

Reviews the texts, identifies changes in register and authorship, coordinates localisation and supervises subtitles and voices.

Editorial portrait of Brais Calado

04 / 05

Brais Calado

Philosophy and conceptual direction

Protects the coherence between mechanics, spaces, images and ideas. He supervises the artistic approach without turning anomalies into arbitrary decoration.

Editorial portrait of Uxía Seixas

05 / 05

Uxía Seixas

Audiovisual archives and digital preservation

Organises images, recordings and sound materials; preserves versions and sources; and supervises the integration of audiovisual documents.

PROJECT SPOOKY
Project Spooky key art showing a house in the rain

Case file 001 · Under reconstruction

The house remembers what everyone else decided to forget.

The developer disappeared before finishing this game. Play a reconstruction of his final project and discover what happened inside a house that does not want to let you leave. The better you understand its rules, the more frightening it becomes.

Genre
First-person psychological horror
Length
8–12 hours · 7 chapters
Voices
Spanish and English
Platforms
PC · PlayStation 5 · Xbox Series
Release
11 February 2027
Expected price
€17.99
Status
Active reconstruction
Demo
Available on Steam

Reconstruction notes

Development journal

Technical, documentary and editorial decisions written by the people working with the materials.

Communication channel

Let us speak
precisely.

For press, platforms, collaborations, demo support or questions about the project.

Contact emailproxecto237@gmail.com