01 · Introduction & Setup
THE MARK — a round-based noir sniper game by Black Syntax. Build v1.0.4. You are the Contractor: study the route, pick the perch, take one shot, and vanish before the net closes. One shot. One exit.
Platforms: PC (Steam) first, mobile to follow · Single-player · Setting: Morrow City, 1991
HEALTH & SAFETY
⚠ READ BEFORE PLAYING
Play in a well-lit room, sit back from the screen, and take a 10–15 minute break every hour. Stop immediately if you feel dizziness, altered vision, or disorientation. A small number of people may experience seizures triggered by flashing lights or patterns; consult a doctor before playing if you or a family member has a history of seizures.
SYSTEM REQUIREMENTS
MINIMUM
OS: Windows 10 64-bit · CPU: dual-core 2.4 GHz · RAM: 4 GB · GPU: any OpenGL 3.3 / DirectX 11 card · 2 GB storage · Mouse required
RECOMMENDED
OS: Windows 10/11 64-bit · CPU: quad-core 3.0 GHz · RAM: 8 GB · GPU: dedicated card, 2 GB VRAM · 2 GB storage · sound on for the police band
The Mark runs on the Godot engine and is light on hardware — the low-poly "Another World" art is deliberate, not a limitation.
INSTALLATION
1Wishlist and purchase The Mark on Steam (coming soon). Add it to your library.
2Install through the Steam client. It will verify the files automatically.
3Launch once to generate your settings and save file. Turn sound on — the police scanner is half the game.
4Set your scope sensitivity in Options, then run the Prologue ("The School"). It teaches every control as you play.
MAIN MENU
PLAY
Story campaign or endless Challenge.
LEADERBOARDS
Best times and streaks, per mode.
CONFIG
Remap keys; tune scope, audio, palettes.
QUIT
The city keeps its own hours.
02 · Controls & Interface
INPUT MAP
The whole game is three inputs. Everything else is you reading the map, the light, and the band.
LMBmove / fire
RMBscope / reposition
WHEELzoom (3× / 6× / 12×)
SHIFTdouble-click = sprint
ESCpause / menu
▸ TIP
During ENGAGEMENT, right-click drops you back to the map to relocate, then right-click again to scope in and commit. Fire and relocate — your old perch gets swarmed, not your position.
THE HUD
1
2
3
4
- 1 Compass tape — your facing in degrees; a gold arrow points toward the Mark when he's off-frame.
- 2 The reticle — the bullet goes where the reticle is, not where the scope points. The center dot hollows to a ring while the bolt cycles.
- 3 Range readout — pistol under 35 m, rifle under 90 m, sniper beyond. Spread grows with distance.
- 4 CHAOS counter — every stray shot and every civilian raises it. At 9 it becomes MANHUNT.
MENU NAVIGATION
Menus are mouse-driven. In PREP, the left column is your entry side and the right column is your rifle — pick both before the countdown, or you're air-dropped onto a random legal side with a default loadout.
ACCESSIBILITY
SCOPE SENSITIVITY SLIDERINVERT SCOPEPER-VOICE VOLUMESUBTITLES (ALWAYS ON)HIGH-CONTRAST HUD COLORS
Every spoken radio line is also printed as a subtitle on its color-coded channel, so the police band is fully playable with sound off. Gameplay colors never change across the five lighting palettes.
03 · Core Gameplay
THE GAME LOOP — THE IDEA DOCTRINE
The Teacher calls it the IDEA doctrine. Every job is four moves.
I · INTEL
Study the map. Route, rooftops, patrols, exits. Pick your entry side and rifle.
D · DEPLOYMENT
Reach your perch. Ladders, alleys, rooftops. Patrols can tail you — don't get touched.
E · ENGAGEMENT
He's walking. The clock is his route. One squeeze. Miss, and he cowers — never vanishes.
A · ABSCOND
75 seconds. Every cop is hunting. Reach a green edge and be a rumor.
MOVEMENT
Single click walks; double-click sprints. Climb cyan wall pads to rooftops and hop between buildings on roof pads. Ladders are climbed hand-over-hand — you, and the cops, are exposed on every climb. There are no teleports. High ground is quiet ground; the street can't look up.
COMBAT & THE CHAOS LADDER
A shot draws every ear toward the noise, but only a clean line of sight turns a patrol into a pursuit. Once anyone is hit, dispatch calls weapons free. Every mistake has a number, and the city adds them up:
| Event | Chaos |
|---|---|
| Any stray shot | +1 |
| Hit a civilian | +2 |
| Every 2 chaos | A fresh wave from the precinct doors |
| Chaos 9 | MANHUNT — "That's ENOUGH." |
A loud round makes every following shot harder — chaos adds sway. The Mark never disappears: he panics, sprints to a wall, and cowers, shootable the whole time. The test isn't the miss — it's the correction shot while they close on you.
PROGRESSION
Story mode is a campaign of hand-built, deterministic chapters — the same map serves several contracts, so you learn known ground. Challenge mode is escalating random cities forever: bigger maps, faster Marks, thicker nets, rooftop counter-snipers. A clean escape advances the level.
SAVE SYSTEM
▸ SAVES
Story completion and best times save per contract; Challenge tracks your best streak per theme. Progress is written to your local user-data folder after each round. There is no manual save — the night either happened or it didn't.
04 · World & Lore
SETTING THE STAGE
Morrow City, 1991. A post-industrial city in the hangover after the crash — factories closed, public housing sold off, every government office sharing a lobby with a bank. Payphones, pagers, cassette briefings, and a 56k terminal. No screens give you orders; the horror arrives by mail and modem. Every Mark you're sent is genuinely guilty. Keeping the streets "clean," the suits like to say, mostly means keeping them quiet.
CHARACTERS
THE TEACHER
Your mentor, in the projection booth of a condemned movie house. Teaches you everything, tells you nothing. Then goes quiet.
IRIS
A pirate-radio organizer who hijacks your scanner mid-job to tell you what the file left out.
THE OPERATOR
The voice that delivers contracts through the terminal — a machine that never rises, never asks how it went.
THE POLICE BAND
Every officer on the scanner is a permanent, named character — one voice, one badge, one unit number, night after night. The feed is the threat model. Read it, or get read.
PATROLWalk their beats. Suspicion is a walking tail that wears off — unless they see blood.
CRUISERSRoll in on every chaos wave; brake short and unload. Sirens mean pursuit.
SWAT OVERWATCHRooftop counter-snipers. Flat, patient, zero theater. "Muzzle flash located. Acquiring."
05 · Items & Economy
THE LOADOUT
Two slots, locked at INTEL: a PRIMARY (a rifle) and a SUPPORT (a sidearm or a disguise). You don't get to change your mind on the roof. That's the whole game.
RIFLES — THE TRIANGLE
None of them is the best. Every one is the best at something.
| Rifle | Wins at | Bolt | Move | Report |
|---|---|---|---|---|
| Lightweight | the escape | 2.0 s | +25% | 65 m (a whisper) |
| Standard | the follow-up | 1.0 s | — | 85 m |
| Heavyweight | the first shot | 2.5 s | −25% | 200 m (the district) |
SIDEARMS & DISGUISES
SILENCED .22 — 8 RDS, HEARD 10 M.45 STOPPER — 5 RDS, LOUDSTILETTO — SILENT, ARM'S REACH
POLICE UNIFORM — WINS THE CORDONINCOGNITO — WINS THE CROWDSHADOW SKILL — WINS THE WAIT
GETAWAY VEHICLES
Some contracts stage a specific boardable car (or a boat on the docks). Board it and you're fully incognito — cops see just a car, and a moving car can't be caught. They have to corner it, or catch it parked.
THE FEE
Each contract carries a fee. A clean, low-chaos exit is worth more than a loud one — chaos is the score, morally and otherwise.
06 · Multiplayer & Social
◆ SINGLE-PLAYER AT LAUNCH
The Mark ships single-player. The systems below are on the roadmap, not in the current build.
SHAREABLE CONTRACTS
The one social feature live today: every Challenge contract emits a plain, shareable contract code. Send a friend the code and they get the exact same city, same terms — beat your time on identical ground.
COMMUNICATION
Planned. For now, compare runs by code and time on the local leaderboards.
GUILDS & CLANS
Planned for a future update.
CODE OF CONDUCT
▸ WHEN MULTIPLAYER ARRIVES
Play the contract, not the person. Cheating, harassment, and exploiting other players will not be tolerated. The Contractor keeps his work quiet — so do we.
07 · Support & Troubleshooting
FAQ
CUSTOMER SUPPORT
Questions, bugs, or press: [email protected]
Official site: playthemark.com · Studio: blacksyntax.com
Include your build number (v1.0.4) and, if the game won't launch, your GPU and driver version.
CREDITS
THE MARK — a Black Syntax production. An independent studio building dark, systemic worlds. The Mark is our first contract.
© 2026 Black Syntax · THE MARK™ · All contracts reserved.