
A jumpscare-free abstract horror existential crisis of a lite-RPG. Explore Digressions - areas that continue longer than they should with sets of randomized text events and map variations for a differing experience each time. Features a unique non-violent interaction system with various Entities.
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About
You feel you were drawn here for a reason, though no one is sure why, least of all yourself.

Stylized 3D existential abstract horror Lite-RPG that leaves you to make sense of it and how to interact with Encounters - It may take some time, but you will come to understand how it works, and maybe something about yourself in the process
No jumpscares, only atmosphere, looming dread and the beauty of being witness to the end of it all
Digressions - ever shifting locations that continue for longer than they should, with rogue-lite randomized elements, pool of Encounters and many text events between
Unique Encounter system based on interaction and understanding abstract entities instead of mindless violence
Each Shape is unique, with various ways of interaction and ways to get out of conflict
Varied and surreal original soundtrack featuring over 70 songs
7-10 hours in length, made in RPG Maker MV
Trade items with TradeMark, receive good advice from Highfive, be stopped from going in over your head by Mr. Dac, and... ask Mícheart Jinsil questions about who and what you've encountered so far (with no downsides whatsoever, they assure you).
Save progress by talking to a Scape - creatures that represent certain locations and feelings, there's Nightscape, Cityscape, Seascape and Snowscape, which will you be saving with?
Discover locations where the world's slackening reality has folded in on itself, producing areas that continue longer than they should, twisting and turning with any number of strange things to encounter.
If you can't keep your wits and Sanity about you, stranger sights may begin to reveal themselves.
Try to keep your Focus to make it through the trials in hope of uncovering slivers of memories of the past to help you keep hold of who you are in the present - or at least, who you think you should be.
Between each area are text events - over thirty events can happen in each Digression, based on Luck, which reduces on each lucky thing that happens in your current run of the Digression, as well as your Wellbeing, Sanity and Focus... Will these give you some much needed respite, or will they carry with them even more challenges?
You may find Files which can give background to what's already happened in the world, as well as some studies on the Shapes you may or may not have encountered yet.
Each Shape has their own behaviours, depositions and accompanying music, along with various ways to appease or otherwise find a way around them.
With no will for violence on your part, these Encounters are part puzzle, part intuitive, part instinctive, and likely part trial and error.
During your interactions, you may Observe, Gesture, Speak, Touch, Withdraw, use Inventory items as well as rare Context actions - new actions that may become available as the encounter goes on and a opportunity presents itself.

Some of the Shapes you can Encounter:
Blood Shadow:
A spectre-like being, body of blood and powered by the neural pain signals of others, never having felt pain as we do, they have no way of relating to suffering.
Huh?Man:
Something masquerading in a mascot-like Human Suit made of what you hope isn't stitched together skin, they are very adamant on you following them to their Huh?House...
The Collective:
The sound of canned audience laughter follows them wherever they go. They enjoy nothing more than watching every moment of someone's memory over and over again until the preverbal tape of their memory is totally worn down to nothing as they watch every moment of their lives, all the while laughing.
Excogidiomycota:
Seemingly fungal life-form that reacts to stimuli they can't quite sense by attempting to grow the necessary sensory organs.
Abandoned Mascot:
What you can only assume is a person in a dog-eared mascot suit, though from to a casual observer, they seem to waver between "Mascot" mode and "Not Quite Self-Actualized Corpse" modes of behaviour.
Conceptual Parasite:
Just try not to think about it too much
The Beckon:Mícheart Jinsil:
Friendly, maybe even overly so, a strange person(?) that insists that the two of you are the best of friends, and seems to know what you've been up to in your wanderings... they always have something to say and tend to turn up when you least expect them.
These can be as simple as performing actions in a certain order, to knowing what action to make based on the Shape's latest exchange. Make a wrong move though and you may find yourself wiser but in a worse state than you were previously.
Will you find what you've returned for?
Well, that's something I can only leave up to you.
[Contains Scenes and Descriptions of Surreal and Abstract Peril, Blood, Automatonophobia, Mycophobia, Necrophobia, Philophobia, Selenophobia, Developing Sentience, Depictions of overwhelming feelings of Impending Doom, Anxiety Attacks, Losing touch with Reality, Distressed Animals, Obsessive Spiralling and Personal Abstraction]
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
I initially played this on a whim, and after ranting to the friend who shared their library with me I got my own copy. I don't know why this hasn't gained traction, it's so freaking unusual and different. Why isn't this more popular?
A very enjoyable, quite deep. A close friend turned me on to this game. It really deserves more recognition. Plot, style, music, atmosphere are all great. I enjoyed the story. Every time I picked up any papers or notes, they were well worth reading, the characters are unique and well thought out. I enjoyed exploring all dialogue and problem solving what they needed. The only real criticisms I could perhaps mention are the navigation (mostly where the character enters a screen from and the fiddliness of entering some doors) But for such a long, well made game by a single dev, these are very small issues. I can't tell you how much I really loved this game. I highly recommend this to anyone, please give it a try. It is worth it.
[b]"Enjoy this for what it is, don't resent it for what it isn't."[/b] Or something to that effect, is a phrase the game threw at me quite often while I was playing. Almost in defense of itself, as I kept wishing things were handled differently. In spite my failure to enjoy this for what is was, feeling fairly negative during most of my time in the game, I'm still recommending this because there were a handful of superbly crafted moments I feel are worth experiencing. Specially for players who enjoy abstract, surreal, dream-like games full of philosophic ponders about the nature of reality. The highlight of the game was the first run through the 3rd dungeon/digression, SCP (Soft Contained Play). After 2 dungeons all on your own, having a friend to experience the weird encounters with was a breath of fresh air. But what really sold that dungeon was [spoiler]the emotional devastation of losing that friend and the quiet moment you share with their corpse in their memory.[/spoiler] Unfortunately, after that high, you get quite the low. Being told you need to back track through all 3 available dungeons and hope the RNG smiles upon you to find the items you've been requested to seek. I wasn't so lucky and had to back track a dungeon twice for one item. Over all I feel the RNG does nothing to improve the experience, specially as my repeat visits to each dungeon saw me getting a lot of the same text prompts and some repeat encounters instead of pulling from a list of encounters I hadn't seen. Another hitch in the game are the fixed camera angles. While I appreciate the cinema of it and occasionally it's used to great effect, quite often the camera is placed in such a way you can't see yourself or where you need to go. And being at odd angles coupled with camera based movement means that you walk at odd angles, led to a lot of wiggling the DPad around hoping to catch my visage. It also commits the cardinal fixed camera angle sin of flipping the camera 180 degrees, so you walk from left to right, and the next screen you spawn right and need to walk left. Sometimes causing you to wiggle back and forth between locations. That's all annoying enough, but the worst part is probably how difficult it is to line yourself up to an interactable sometimes as the camera based movement causes you to move off grid in these 2D environments. The encounters in the game are hit and miss. Sometimes the text gives you hints about how you should proceed and other times you don't get jack. I really like the encounters that felt like puzzles to solve, and hated the waiting game encounters where it felt like nothing I did was progressing either bar. The lowest low for me was an encounter against multiple enemies in the final dungeon. [spoiler] At this point, the simulation is breaking down, and you've gained a bunch of random commands that don't seem to do anything. Slowly, over many rounds, those commands disappear, which makes you feel like you're progressing. Eventually I was left with no commands and the encounter became a battle between the shapes. I was trapped in a loop for 5-10 minutes where I had no inputs in the encounter. I just had to wait, round after round, line after line, for the enemies to kill themselves.[/spoiler] I almost quit the game to retry thinking the game busted. Minor complaints, but the text is often difficult to read. Sometimes the transparent background wasn't opaque enough to highlight the text. Sometimes it was just a problem of the text being too fine and tiny. Not to mention all the random screen text that comes up. Though even when I could read the text, sometimes it was too fast to get through, and sometimes it was slow and agonizing. There is a setting to change the speed, but I don't feel like it helped the inconsistent text speed. Also curious why the text crawl was automatic sometimes and manual at others. It probably should have just been manual always. Although that led to the issue of sometimes mashing through text I've already read and accidentally making a choice as soon as the choice prompt came up. (But at least that's a common problem in games and not unique to this one.) Also, this might have also been bad RNG, but I felt like when I played the HPS1 demo disc demo, there were a lot more text prompts that led into choices making the digressions more engaging between rooms. In this full version I'd wager I only received 1-2 choices per digression or of the 10 or so stops. All in all, I feel like the game would have been better had it been edited down a bit. Reflecting, out of the 9 hours I spent with the game, I'd say 4 of them were gripping. A lot of my play through felt like I was retreading old ground. The same rooms over and over, samey feeling encounters if not the same encounters, pushing through hoping the pieces will click and the good outweighed the bad for me. [b]That's what frustrates me the most, cause when I was able to enjoy the game for what it was, it was amazing, but I ultimately resent the game for all the moments in between.[/b]
this game is like taking 1000 mg of LSD
It's been a long while since I had played a game that would influence me this much and get me to think about things, whether that would be existential topics that the game brings up or just enjoying the vibe of its world and casually thinking about said world and its characters. It's a type of story that I wouldn't ever believe would have been possible to tell in an engine as simple as RPG Maker. Despite my inexperience with it and what it's capable of when pushed to its limits, I was really impressed to see what it could tell when utilizing its features in such a creative way. For example, the use of abstract 3D environments combined with 2D character sprites, dynamic camera angles of first-person, third-person and even second-person perspectives, the randomized seed feature making every run unique and so much more! Took me a few minutes to get used to the controls but it wasn't too long until I got immersed in the story with its detailed worldbuilding, abstract soundtrack and interesting characters. Highly recommend it
This game is just wow on visuals and sound. The pixelated/psychedelic visuals and haunting soundtrack create an unsettling, dreamlike atmosphere that lingers. It nails the abstract and actually bewilders us in a good way. Experiencing the Digressions I have so far, I never thought I'd enjoy a game based solely on trying to understand my opponent rather than just fight them. So, kudos to the dev for accomplishing that. I was so lost on Huh/Man the first time, I'm surprised I got away from whatever he was. As far as the game itself, it cannot be explained properly and should definitely be experienced. I like the Digressions are procedurally generated. They make playthroughs distinct since different a combination of choices leads to different understandings, and the encounters test our perception and decision-making. The interactions feel like a puzzle, where understanding entities or Shapes is vital for surviving. The fragmented story is nice as it doesn't spoon feed to us an A to B plot. With limited resources and high stakes, it really made me feel like my choices could make or break my character's mental state. There is a minor issue with navigation as camera angles shift, which I assume is to disorient the player, but can make us walk into objects that don't look like they're in the way. Aside from that, there isn't much negative to say about this game. If you don't mind RPG-like, visual novel, roguelike mechanics I highly recommend this game. It's unique games like this that made me interested in indie horror.
this game is so awesome so im making a review now to help the creator PLAY THIS GAME!!!!!!!! its AWESOME
I was recommened this game by a friend and WOW it did not dissapoint I will say the controlls are a bit wacky and i found some areas a bit TOO confusing even for this game (shout out to the one guide for this game) but other than that i enjoyed pretty much everything from the uniqe combat to the wacky characters and the story being told in a way my brain barely comprehends haha I can definately say i am NOT the same person i was 16 hours ago Hope you give it a chance it's SUPER underrated!
Very cool and unique game. Edit: Everything from the basement onward is so crazy. The ending was beautiful.
game is awesome as ♥♥♥♥ but why is Micheart Jinsil so FREAKY? They weren't like that in the demo, caught me so off-guard lmao
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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