
The world is gone. In the silent aftermath of humanity’s fall, you explore the ruins of a post-apocalyptic megalopolis surrounded by industrial brutalist factories, collecting forgotten cassettes that will reveal what human emotions once felt like long ago.
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About
"Do Androids Dream of Electric Sheep?" - Philip K. Dick
The world is gone, and only the echoes remain.
You awaken in the ruins of a post-apocalyptic megalopolis—a sprawling maze of industrial brutalism, decaying factories, silent highways, and empty monolithic towers. No movement… only the low hum of machinery that never learned to die.
This is a slow, atmospheric first-person exploration experience, built around mood, texture, and discovery. Inspired by the surreal urban isolation of games like BABBDI, the mysterious journeys of Lorn’s Lure, and the unsettling industrial nightmares reminiscent of Mike Klubnika, the game drops you into a world that feels abandoned yet strangely alive.
Your purpose is simple, though the path is not:
Search the city for forgotten cassettes—each containing fragments of human emotion, long lost since the fall of civilization.
These recordings, fragile and distorted, are the last remaining clues to what people once felt, loved, feared… and what you may be beginning to feel yourself.
Explore at your own pace through:
A dark, foreboding atmosphere shaped by towering brutalist architecture and oppressive industrial soundscapes.
Retro 90s-style PC visuals blended with modern lighting and post-processing, giving the city a grainy, dreamlike, almost unreal quality.
A sense of vast, lonely scale, where empty plazas, echoing monuments, and abandoned factories hide stories in their silence.
Organic exploration and verticality, with paths that twist through concrete corridors, rooftops, rusted scaffolding, and forgotten infrastructure.
Subtle environmental storytelling, revealed through the locations you discover and the tapes you recover.
An atmosphere that shifts between calm and oppressive, encouraging both slow, meditative wandering and moments of tense introspection.
A quiet journey through the last city on Earth—
and through the emotions of a species you never knew you weren’t a part of.
Enjoy a unique, immersive soundtrack composed specifically to carry the game’s emotional weight—an atmospheric blend of ambient noise, alternative music, and haunting melodies that expand the world beyond the screen. This is a transmedia experience created by a solo developer, blending game design with cinematic language, surreal Lynchian ideas, and a distinct musical identity.
The soundtrack is also available on external platforms, allowing you to extend the journey and accompany the game’s mood wherever you go.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
It is a step up from the previous titles with the characters and collection mechanic, but still has a kind of asset flip feel to it and the flat square design of the playspace doesn't make it fun to traverse. Easy to get stuck into every vertical surface. Found all but one cassette and i went through the city like 4 times. Check it out if you have ran out of brutalist stuff and want a little snack of concrete.
大都会废土风步行模拟,主要内容就是找7个磁带,游戏性不算高,不过拿来看看风景还是挺合适的。 磁带6曲子很好听,如能游戏内置bgm就好了
The vibe and the aesthetic are really cool and the NPCs are actually quite charismatic. Also, the songs are so original and I'll definitely be listening to them on Spotify. Overall, it's a pretty solid indie game :) I will be looking forward to new games from the studio. PD: if you want to move around faster, just walk diagonally.
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Languages: English**languages with full audio support
Hours played at review time, across 23 reviews with recorded playtime.
Rule №1,2,3 and 78 of a good* walking simulator... SHUT UP! Unless you're a really capable irl writer or poet - just. stop. talking. Keep the word count to the absolute minimum. What do you do? Quote a title of a popular piece of media in the first 5 seconds of your game. A newborn baby-vibe smashed headfirst into a cracked tile floor. You have all of these painstakingly designed environments - and you just have to water it down with banter. You deny them their mouths when they must speak. It would be less egregious if it wasn't voiced. Then one could just ignore it. It's voiced though. Not refunding it, not giving the thumbs down, let the algorhithm work its magic for the visual artistry alone. But I'm not touching this. Off to play the third volume of [url=https://www.slipseer.com/index.php?resources/quake-brutalist-jam-iii.549/][i]Quake Brutalist Jam[/i][/url] to scratch the itch this game's promotional material generated. *i.e. not [i]Dear Esther[/i]-like
砼核味超级重的一个步行模拟器 。。我很喜欢 地图很大 氛围感超棒 找一个好看的角度一直挂着当白噪音也特别合适。。 我不允许有砼核爱好者没玩过这个。。。
とても不思議な世界観。 子供の頃、見上げた大きな建物に気を取られて親を見失い、迷子になる感覚に似ている。 非常に雰囲気ゲーであり、実験的な作品なので人を選ぶかも。 荒削りな作りだが、自分は好き。
concrete-core
I really like the atmosphere and I loved the voice actors. But I only found two cassettes :( a FOV slider would also be nice
Hace tiempo que no veo una estética tan única e inquietante como la de este juego, me enganchó desde el primer momento en el que inicié la partida.
[DISCLAMER PLAYED DEMO ONLY] I wanted to love this... and could... But it needs some editing. Don't get me wrong, I'm the target audience for a crunchy 90's inspired Indy game themed after Phillip K. ♥♥♥♥'s Bladerunner inspiring novel. But this didn't really deliver. The issue is that there is no real introduction, no evident plot, and no novel gameplay to catch your attention before you are immediately dumped into a huge space to explore with no context. I think there's something really cool buried in this game, it just needs to be refined a bit.
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