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Motivation

The main goal with this game was to create something bigger than a “tutorial project” and see how the whole process from prototyping to release, and some post-release support, looks like. A friend sent me the story the game is based on. I was hooked instantly when I read it, I could already see the end result.

Graphics

I’ve decided on a low-poly, PSX aesthetic as I was confident I could model and texture additional assets if needed. Also I think it’s really charming, there’s a good reason why this is still one of the most liked styles out there.

Gameplay

Since this is a traditional walking simulator, there isn’t much gameplay to write about. You’ll always have your flashlight by your side, that you can toggle on and off and there are also some environmental interactions that you can play around with. Turning on and off TVs, lamps, calling elevators and some other stuff I don’t want to spoil. Most of the time you’ll spend exploring maps and see how people spent their last moments.

Story

It is heavily inspired by the aforementioned SCP article, but I took some liberties since the way the story and the anomaly is structured. It made more sense to take its sort of cyclical nature and insert my story somewhere in there as another iteration.

Overall, I’m happy with the end result. It’s a neat little experience that I’m glad I made. It holds some emotional value as well, because it was made during a huge life transition. It felt great to close an important chapter of my life with a meaningful project.