Between Horizons is a narrative 2.5D sci-fi detective adventure. 33 years into the Zephyr's journey, its mission is suddenly jeopardized. Can you find the culprit before it's too late? Experience an enthralling story set in a semi-open world that branches and ends based on your choices.
As Stella, the Chief of Security on the generation ship Zephyr, players engage in a core detective/investigative gameplay loop. They gather clues, interview suspects and witnesses, and logically deduce the culprit(s) behind various incidents and crimes occurring on the ship. The game features a flexible evidence system that allows players to freely assign collected clues to the different cases they are working on. This encourages thoughtful investigation, as players must carefully consider how the various pieces of evidence relate to the mysteries they are trying to solve. Players can then confront ship denizens with the evidence to uncover the truth. Importantly, the game does not simply provide solutions. Instead, it challenges players to logically deduce the answers based on the available information. There are no "guess the developer's intent" puzzles - everything can be solved through careful observation and reasoning, creating a satisfying sense of accomplishment when players piece together the truth.
The narrative in Between Horizons features branching paths, with the story and ending changing based on the player's decisions and how they resolve the different cases. There are no second chances - once a case is submitted, players have to live with the consequences of their conclusions, whether they are right or wrong. This high-stakes, "failing forward" dynamic ensures that each playthrough is a unique experience shaped by the player's choices. Mistakes have real impact on the narrative, and players must weigh their options carefully, as there is no going back to correct errors. The game's auto-save system reinforces this, preventing players from reverting to previous states.
The game world of the Zephyr is a semi-open environment with multiple distinct areas for players to explore. As Stella investigates different incidents, more areas of the ship become accessible, allowing for further exploration and the potential discovery of new clues and cases. While the initial areas are more constrained, the gradual expansion of the accessible areas provides a sense of progression and freedom. Players can investigate at their own pace and uncover additional details about the ship and its inhabitants, helping the world feel alive and dynamic. However, some players have noted that the required backtracking between different areas of the ship can become tedious at times, diminishing the sense of openness. The inclusion of a fast travel system helps alleviate this to some degree.