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A member registered Nov 29, 2017 · View creator page →

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No, I didn't design this game to torture players (too much)... but this is a game that will not hold your hand as you go through it (or when you start). I am sorry if you're against the design choice, but for this game (type and length) it makes sense. However, I feel like in this case it's a problem of the [don't move] section on your end since you're unable to beat it even once (as far as I understood). I spent the entire yesterday thinking about how to improve the [don't move] without making it drastically easy. I could make it so that the game keeps track of how much you're losing at the [don't move] section, and every time you lose it will get 5% easier (at least on EASY). However, if you reach a certain percentage of help, the game will punish you in a way (just in case people take advantage of the help they are getting).

I'm glad you got the hang of defending yourself in-game (some people didn't know how to use defensive items at first couple playthroughs). I checked my mouse settings: pointer speed is set to middle and [Enhance pointer precision] is toggled on. In case it helps, the "dot" in [don't move] section needs to be kept in the middle for maximum survival chances. If you drag it near the edge, there's a chance it could jump to that nearest edge. Good luck and let me know if you made it through, I have my fingers crossed. :)

I would explain on how the randomization works, but I'm afraid I would ruin the "illusion". All I'm gonna say is that I manually placed all item-spawn locations. As for the weapons, yes there's a lot more of them, and some of them spawn if certain things are done. If you're exploring for a long time, you're gonna need as many of them as possible. As for the normal items (like the screwdriver), it's supposed to be in weird places (sometimes in places that the item wouldn't normally appear in... which is why sometimes you'll find it impaled to a wall and sometimes it'll be stuck on the gate/door).

We watch all the playthroughs on YouTube, and some on Twitch. Most of them fail the DON'T MOVE section at the beginning but they get used to it. Some people get stuck with the padlocks, but we added a tutorial for those people (the game tries to detect if you're stuck in a certain way, so it will give player a hint. This isn't added in the currently-available demo yet, but it's something that will be added in an upcoming update). The matches logic is something that isn't too annoying for people: Most of them scan through a room careful or don't move it around too much- so they don't notice. Some people do but because of infinite matches they don't mind. Some people do mind because they play the game like a speedrun. One of them is the reason why on EASY mode the matches have a longer duration, but that's as far as I'm making it easy for the matches. I thought about telling the players about the matches draining faster if you move your mouse faster but I still believe that's something that should've remained hidden (something players should learn through experimentation after a few playthroughs)... but if a lot more people have issues with the matches then I might add a tutorial or something.

As for the DON'T MOVE section: On EASY (not sure about NORMAL) the movement should be a little smoother but the main difference is that the box is bigger. You're supposed to move your mouse slowly, but... If even a LITTLE movement causes the "dot" to fly off into the never dimension, then that's not supposed to happen. The "dot" will start flying towards the edges at random, that's normal. But if even a little bit of your mouse movement causes the "dot" to fly off instantly outside the box-boundaries... then yes, it's a mouse sensitivity issue (because the dot is relying on the desktop settings for the mouse). If it's an actual error, then I'll try to fix it. Problem is, all of the devices we tested this game on didn't have this issue- so this is completely new and we'd need to find a way to recreate it. (I'll check if changing my desktop mouse sensitivity does anything)

I completely get what you're saying, but I hope that you also understand that: We listen and do consider a lot of feedback, suggestions and criticism- we just don't add most of the things people suggest because it goes against the game/design choice we have in mind for the game (in this game, you're supposed to be heavily disadvantaged. The moment you get something good, you also get something that makes the game harder... I think you noticed that when you got the UV Light). The game's super short, so it makes more sense to make the game really challenging (it's hard, but not unbeatable).

Thank you, TECGOTHICA. ^w^ I appreciate that you enjoyed the atmosphere and I hope you'll be able to beat the demo in your future playthroughs.

Firstly: The game is randomized, items that were there in the first playthrough will spawn somewhere else in the second playthrough.

Secondly: This is something I said to almost every youtube letsplayer that played this game, but matches last around 20-35 seconds. The way you move your mouse (while the match is lit) determines how fast the match will die. If you move your match around the area fast, it will die faster. This was sort-of added to encourage careful exploration because [sometimes] the items blend into the background and you won't notice them at first glance. If you switch to EASY ACTION DIFFICULTY, then your matches will be less affected by your mouse movement. There is a way to get your match to never burn out.

Thirdly: I don't have a name for that section, so for now I'll call it the [DON'T MOVE] section (even though that's probably taken by Until Dawn™). The [DON'T MOVE] section can have its speed tweaked, but it's tuned enough. Switch to EASY ACTION DIFFICULTY if it's too difficult for you to pass it on NORMAL (rip HARD mode). As for the "get gud", nah- that's all on you. xD (I'm joking btw, but I made it hard on purpose. There is a "tactic" to make it a little easier, but at the same time it depends if you're playing with a mouse or the laptop's touch pad. "Mouse Sensitivity" is, in my opinion, a bad design choice because everyone will take advantage of it to make the [DON'T MOVE] section always easier... but that's just how I see it. If you want the [DON'T MOVE] to be easier, play on EASY action mode and practice there for other modes.)

I hope this info helps, and good luck. :)

Hey GaB!

Thank you SO MUCH for playing our game. I am sorry to hear that you gave up and that it was too difficult for you. :/ Even though this game draws massive inspiration from Silent Hill (obvious hint is the action/riddle difficulties), we won't have a map system in it. Even though there's a map system in the demo (you gotta unlock it though, with a high score), this game won't have a map; Not just because the level is very small- but also because the players are supposed to be lost and try to orient themselves with the help of environmental clues. (or sometimes players themselves can draw a map) The game is at least 70% randomized and it's supposed to be a challenge every time you play.

Again: Thank you so much for playing our game, it means a lot to us and we are hoping that you'll give this game a second chance.

(P.S: I'm a fan of your content since you played SH and Siren, and your patreon supporter- so having you play our game is like the best xmas present ever. Thank you for the 100th time)