A short, minimalist stealth-action game about the importance of art. We painted the sky ashen gray. Burned the heavens to starve each other. Now we walk an endless cemetery of regret.
Players must carefully navigate through levels, avoiding detection by enemies. The game features a visibility meter that displays how exposed the player character is, and a sound meter that indicates how much noise the player is making. Players can take actions to reduce their visibility and sound, such as sticking to the shadows, crouching, and silently taking out enemies. One key gameplay mechanic allows players to sacrifice health to completely silence their movements, forcing them to balance health management with the need for stealth.
The game features two main enemy types - standard guards and armored guards. Players can easily take down standard guards with their silenced pistol or by performing stealth takedowns. Armored guards, found in the harder difficulty, are more resilient and require more careful maneuvering to dispatch. When detected, the enemy alert system is fairly forgiving, as guards will investigate disturbances but quickly return to their patrol routes if they fail to spot the player, encouraging swift action to neutralize enemies before reinforcements arrive.
The compact, well-designed levels offer multiple paths and routes for players to explore. Levels feature a mix of indoor and outdoor environments, with a focus on using shadows, elevated positions, and environmental obstacles to the player's advantage. While not overly complex, the levels are tailored to facilitate the game's stealth mechanics, requiring players to carefully plan their approach and identify key vantage points, light sources, and patrol patterns.
The game encourages replayability through its speedrun-focused design, with each level having a timer that tracks the player's completion time, incentivizing them to master the levels and find the most efficient routes. Additionally, the "hard mode" increases the challenge by removing objective markers and replacing standard guards with their armored counterparts, forcing players to rely more heavily on their observation and planning skills.