Travel the galaxy, find a dog, watch billionaires put together Ikea furniture for regular people, learn about the Sourcefield, get mentally healthy.
Players explore a bizarre alien world as an unnamed protagonist, uncovering a narrative about identity through a 1-2 hour journey crafted entirely by developer Jeremy Couillard.
Players navigate through exploration-driven levels with surprising interactive segments, mini-games interrupt traditional movement, simple controls allow players to move and rotate through dreamlike environments, achievements challenge players to discover hidden interactions, and chapter selection enables replaying specific moments.
Environments shift between alien landscapes and unexpected Earth-like settings, each level demands specific collection or interaction objectives, and spaces challenge players' spatial perception and expectations.
Players traverse surreal terrain with intentionally unpredictable camera angles, character movement feels slightly unnatural, creating deliberate disorientation, and platforming elements require adaptive navigation strategies.
Multiple gameplay styles emerge unexpectedly, players switch between exploration, collection, and micro-challenges, and interactions subvert traditional gaming expectations.
Satirizes capitalism through bizarre interactive scenarios, explores mental health through metaphorical gameplay mechanics, narrative progresses through dream-like, non-linear sequences, and social commentary emerges through gameplay interactions.
Generates constant surprise through unprecedented design choices, creates psychedelic visual experiences that challenge perception, and delivers a memorable, unconventional interactive journey.
Demands high-performance computing, may trigger motion sickness through deliberate camera instability, and requires players to embrace experimental design.
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