I've played couple first day I can't deny the details. I really love the music in the radio I wish there was option that you could play them in the background.
I just wanted to also mention that when I go to living room I get lag for some reason.
It is truly heartening to come across like-minded individuals, especially in such a niche field as indie games. The game itself takes about an hour and a half to complete, but roughly the same amount of time is spent reflecting on the ideas the author presents.
First, let's briefly touch upon the lore. A site of a former biological catastrophe is found to contain valuable mineral resources. Industrial companies rush to colonize the area and build a city; the entire economy is built on heavy industry, mines, and factories. At some point, the local church discovers anomalies and begins to study them. The anomaly itself is a blood-colored substance known to be capable of killing people. The protagonist is the superintendent of a four-story apartment building. Notes in his journal reveal he is an electrical engineer who is also well-versed in radio technology. He assembles a radio receiver in his apartment capable of eavesdropping on the church workers' secret conversations and learns more details about the anomaly. The game features only two endings, determined by a single choice in a dialogue with a female church worker. The endings differ only in one aspect—whether the protagonist survives—but the player's choice has no impact on global events; the world is consumed by chaos.
Now, onto the interesting aspects of the game. The standard gameplay approach is to follow the story, solve puzzles, make difficult moral choices, with enjoyment derived from action and overcoming challenges, but this game is different. It simply tells us the story of an ordinary person, permeated with metaphors. Everyone is entitled to their own interpretation, and I will share the ideas of the author that I was able to discern.
Here is my personal bias, which I accept as a given for this analysis. I believe the protagonist's apartment is a complete reflection of his inner world. In that case, we can observe that the hero's inner world has been damaged from the very beginning; more on that below.
The crack in the kitchen. From the very beginning, there is a crack in the wall of the protagonist's kitchen. At first, it poses no danger, seemingly a common issue for buildings of that era, but it carries a different, deeper meaning. When the protagonist goes out onto the stairwell to look at this crack from the other side of the wall, he discovers it isn't there; it exists only inside his apartment, and at some point, it starts to make him feel unwell. It's worth noting that from our hero's journal, we learn he has been working on renovating his apartment for a long time. The need to replace the bed linen with new ones is also mentioned there, but the crack is not discussed. That is, the hero talks about specifics but does not see a problem with the crack, which is later confirmed by his internal monologue (not an exact quote: "it seems there's nothing terrible about this crack"). A rather important detail is that the hero, hearing strange sounds from behind his neighbor's door, is genuinely frightened by them; he also considers that very neighbor to be strange, as explicitly mentioned in the dialogue between the hero and his young neighbor, Adam. The crack in the hero's apartment produces similar sounds, but he sees no issue with them. Now, let's move from the specific to the general. The above justifies my interpretation, which is as follows: decay comes from within, but we prefer to see the problem as external; we subconsciously sacrifice our values for the sake of momentary comfort. Here I see a clear parallel with postmodernist philosophy.
The switches in the apartment. Here, I likely grasped only a small part of the details—the light switches in the apartment work chaotically. Sometimes flipping them down turns the light on, sometimes part of the switches have an "on" position when flipped up. Moreover, I discovered only two possible configurations. The first is when the "up" position turns on the light in the kitchen, bathroom, and hallway, while the "down" position turns on the light in the living room, toilet, and bedroom. The second is when all switches turn on in the "down" position. I suppose in the first configuration one can see chaos, in the second—stability. Initially, when we first appear, we have the chaos configuration. Then, after we sleep, it changes to the second configuration; similarly, after sleeping again, we return to the first. The main character offers no commentary, even in his internal monologue, regarding this anomaly. Their change probably depends not only on the hero's sleep (but in my analysis, I will consider my own experience) but also on some other factors I might have missed. I believe the switches symbolize absurdity. Order is an illusion; sometimes it exists, sometimes it doesn't. And there seems to be no logic, no reason why this happens; that's just how the game's universe works. Yet, we live in this absurdity and put up with it, preferring not to notice it because it is frightening to admit that there is something happening inside you that is inexplicable by any logic, something you cannot influence.
The character's personal diary? The hero has a journal lying on the table in the living room. It is updated throughout the story, but due to my poor understanding of the language, I could only make out the text provided in the UI as plain text, not the original, drawn content of the pages. On the first page of the journal, we can see the Polish transatlantic ship "Batory," also labeled the "Happy Ship." The rest of the journal contains electronic schematics he probably used to build the radio receiver, as well as some small notes about his life. Reading the booklet in the game files, one can learn that our hero is quite introverted; the image of the ship can be interpreted as a yearning for freedom, dreams of a better, happier life. I am not very familiar with the history of this ship, so I may have missed many details.
The demon in the bed. When the protagonist finally realizes the harm of the crack in the wall, it is already too late. At some point, his vision blurs, and outside the apartment, there is only void: the windows show darkness, the kitchen door shows darkness, the front door shows darkness. Then the character discovers a red body in his bed. He is not frightened but starts a dialogue with it, trying to drive the demon away. However, during the dialogue, it turns out that now (or perhaps it was always this way) the demon and the main character are one. If you open the character's journal at this moment, his notes will be gone; instead, it will depict, step by step, the transformation of the main character into one of such creatures.
In truth, one could talk about this game at great length. But I will say only the most important thing: my interpretation, this search for signs, is precisely what the author expected from a part of his audience. I am not inventing meanings out of thin air; the author genuinely wanted to convey a certain thought, to reflect his inner world in this game — perhaps his disillusionment with current events — and he succeeded. At the same time, the author does not impose these meanings; he creates a mirror, and those who see their own cracks in this mirror will gain the experience for which such works are created. And the best way to express gratitude to the author is to tell him: "You are not alone, we understand you." That is essentially what I am telling him. Thank you, friend. This is not just a game; it is a philosophical parable.
Awesome game man! I love everything about this game, from athmosphere to graphic, i await for steam release so i can pay for this masterpiece. Niech żyje Polska
Great game! Passed in one breath. She hooked me with her atmosphere and setting, the whole environment was built in such a way that it kept me in suspense until the very end. The characters are interesting and memorable. As a Russian-speaking player, I was amused by the name of Mr. Gnida :)
Could you please add co-op to the game. As soon as I saw your game on YouTube, I liked it so much that I immediately started looking for your game and registered on this site to support you with a comment and follow your work.
AMAZING. The music, worldbuilding, environment is all just perfect. It really immerses you in this strange reality and seriously unsettled me at times.
Fantastic game, the mood and atmosphere is top notch, this mix of routine and abnormal, and the way the abnormal creeps up on us tourough the game...Yeah it's great.
The environement and characters really give life to this too, and it's crazy how little interactions like "flicking on the lights and closing the door" grounds us in this world.
I enjoyed the ambience created by the game, the soundtrack was really immersive. The storyline is very interesting, with constant tension, therefore I really loved it
Funeral planet, dead black asteroid Mausoleum, this world is a tomb Human zombies, staring blank faces No reason to live, dead in the womb Death shroud existence, slave for a pittance Condemned to die before I could breathe Millions are screaming, the dead are still living This Earth has died yet no one has seen
Funeralopolis
I don't care, this world means nothing Life has no meaning, my feelings are numb Faceless masses filed like gravestones Sacrificed for the glory of one Funerary cities, flesh press factories Corporate maggots feed on the carrion Funeralopolis, grey morgue apocalypse Black clouds form to block out the sun
Funeral planet, dead black asteroid Mausoleum, this world is a tomb Human zombies, staring blank faces No reason to live, dead in the womb Funeralopolis Planet of the dead Funeralopolis Planet of the dead
Death shroud existence, slave for a pittance Condemned to die before I could breathe Millions are screaming, the dead are still living This Earth has died yet no one has seen Funeralopolis Planet of the dead Funeralopolis Planet of the dead
Funeralopolis Funeralopolis
Nuclear warheads ready to strike This world is so fucked, let's end it tonight Nuclear warheads ready to strike This world is so fucked, let's end it tonight Nuclear warheads ready to strike This world is so fucked, let's end it tonight Nuclear warheads ready to strike This world is so fucked, let's end it tonight Nuclear warheads ready to strike This world is so fucked, let's end it tonight Nuclear warheads ready to strike This world is so fucked, let's end it tonight Nuclear warheads ready to strike This world is so fucked, let's end it tonight
Wonderful experience! The apartment and the corridor outside are so lovingly crafted, with many tidbits that make it feel like an old Eastern European apartment! Love it when you can check out and click on everything in games, and you have been extremely throughout in your world-building!
The cutscenes are so awesome, large-scale and expressive, perfect for showing the massive coming apocalypse. Very film-like!
I found you on itch.io and your game looks very interesting.
I'm just starting out as a streamer on Twitch and would stream your game - maybe upload a Let's Play on YouTube and post short clips on TikTok or Instagram.
Would it be okay to use the music and sounds from the game, or is there anything I should be aware of? (in terms of licenses?) Unfortunately, I haven't found any other way to contact you.
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This was such an AMAZING Story! AWESOME JOB!
i liked can more like this?
I've played couple first day I can't deny the details. I really love the music in the radio I wish there was option that you could play them in the background.
I just wanted to also mention that when I go to living room I get lag for some reason.
Regardless, I would play rest of it anytime soon.
<3
Great Job the game is really cool
ts is so ass </3
Is there a reason you think that?
@deepseek translated
It is truly heartening to come across like-minded individuals, especially in such a niche field as indie games. The game itself takes about an hour and a half to complete, but roughly the same amount of time is spent reflecting on the ideas the author presents.
First, let's briefly touch upon the lore. A site of a former biological catastrophe is found to contain valuable mineral resources. Industrial companies rush to colonize the area and build a city; the entire economy is built on heavy industry, mines, and factories. At some point, the local church discovers anomalies and begins to study them. The anomaly itself is a blood-colored substance known to be capable of killing people. The protagonist is the superintendent of a four-story apartment building. Notes in his journal reveal he is an electrical engineer who is also well-versed in radio technology. He assembles a radio receiver in his apartment capable of eavesdropping on the church workers' secret conversations and learns more details about the anomaly. The game features only two endings, determined by a single choice in a dialogue with a female church worker. The endings differ only in one aspect—whether the protagonist survives—but the player's choice has no impact on global events; the world is consumed by chaos.
Now, onto the interesting aspects of the game. The standard gameplay approach is to follow the story, solve puzzles, make difficult moral choices, with enjoyment derived from action and overcoming challenges, but this game is different. It simply tells us the story of an ordinary person, permeated with metaphors. Everyone is entitled to their own interpretation, and I will share the ideas of the author that I was able to discern.
Here is my personal bias, which I accept as a given for this analysis. I believe the protagonist's apartment is a complete reflection of his inner world. In that case, we can observe that the hero's inner world has been damaged from the very beginning; more on that below.
The crack in the kitchen. From the very beginning, there is a crack in the wall of the protagonist's kitchen. At first, it poses no danger, seemingly a common issue for buildings of that era, but it carries a different, deeper meaning. When the protagonist goes out onto the stairwell to look at this crack from the other side of the wall, he discovers it isn't there; it exists only inside his apartment, and at some point, it starts to make him feel unwell. It's worth noting that from our hero's journal, we learn he has been working on renovating his apartment for a long time. The need to replace the bed linen with new ones is also mentioned there, but the crack is not discussed. That is, the hero talks about specifics but does not see a problem with the crack, which is later confirmed by his internal monologue (not an exact quote: "it seems there's nothing terrible about this crack"). A rather important detail is that the hero, hearing strange sounds from behind his neighbor's door, is genuinely frightened by them; he also considers that very neighbor to be strange, as explicitly mentioned in the dialogue between the hero and his young neighbor, Adam. The crack in the hero's apartment produces similar sounds, but he sees no issue with them. Now, let's move from the specific to the general. The above justifies my interpretation, which is as follows: decay comes from within, but we prefer to see the problem as external; we subconsciously sacrifice our values for the sake of momentary comfort. Here I see a clear parallel with postmodernist philosophy.
The switches in the apartment. Here, I likely grasped only a small part of the details—the light switches in the apartment work chaotically. Sometimes flipping them down turns the light on, sometimes part of the switches have an "on" position when flipped up. Moreover, I discovered only two possible configurations. The first is when the "up" position turns on the light in the kitchen, bathroom, and hallway, while the "down" position turns on the light in the living room, toilet, and bedroom. The second is when all switches turn on in the "down" position. I suppose in the first configuration one can see chaos, in the second—stability. Initially, when we first appear, we have the chaos configuration. Then, after we sleep, it changes to the second configuration; similarly, after sleeping again, we return to the first. The main character offers no commentary, even in his internal monologue, regarding this anomaly. Their change probably depends not only on the hero's sleep (but in my analysis, I will consider my own experience) but also on some other factors I might have missed. I believe the switches symbolize absurdity. Order is an illusion; sometimes it exists, sometimes it doesn't. And there seems to be no logic, no reason why this happens; that's just how the game's universe works. Yet, we live in this absurdity and put up with it, preferring not to notice it because it is frightening to admit that there is something happening inside you that is inexplicable by any logic, something you cannot influence.
The character's personal diary? The hero has a journal lying on the table in the living room. It is updated throughout the story, but due to my poor understanding of the language, I could only make out the text provided in the UI as plain text, not the original, drawn content of the pages. On the first page of the journal, we can see the Polish transatlantic ship "Batory," also labeled the "Happy Ship." The rest of the journal contains electronic schematics he probably used to build the radio receiver, as well as some small notes about his life. Reading the booklet in the game files, one can learn that our hero is quite introverted; the image of the ship can be interpreted as a yearning for freedom, dreams of a better, happier life. I am not very familiar with the history of this ship, so I may have missed many details.
The demon in the bed. When the protagonist finally realizes the harm of the crack in the wall, it is already too late. At some point, his vision blurs, and outside the apartment, there is only void: the windows show darkness, the kitchen door shows darkness, the front door shows darkness. Then the character discovers a red body in his bed. He is not frightened but starts a dialogue with it, trying to drive the demon away. However, during the dialogue, it turns out that now (or perhaps it was always this way) the demon and the main character are one. If you open the character's journal at this moment, his notes will be gone; instead, it will depict, step by step, the transformation of the main character into one of such creatures.
In truth, one could talk about this game at great length. But I will say only the most important thing: my interpretation, this search for signs, is precisely what the author expected from a part of his audience. I am not inventing meanings out of thin air; the author genuinely wanted to convey a certain thought, to reflect his inner world in this game — perhaps his disillusionment with current events — and he succeeded. At the same time, the author does not impose these meanings; he creates a mirror, and those who see their own cracks in this mirror will gain the experience for which such works are created. And the best way to express gratitude to the author is to tell him: "You are not alone, we understand you." That is essentially what I am telling him. Thank you, friend. This is not just a game; it is a philosophical parable.
Awesome game man! I love everything about this game, from athmosphere to graphic, i await for steam release so i can pay for this masterpiece. Niech żyje Polska
Nice game with great atmosphere but endings are questionable
Great game! Passed in one breath. She hooked me with her atmosphere and setting, the whole environment was built in such a way that it kept me in suspense until the very end. The characters are interesting and memorable. As a Russian-speaking player, I was amused by the name of Mr. Gnida :)
انا اللي كتبتلك كومنت فالفيديو هههههههه مقطع رهييب
❤️❤️ شكرا، من ذوقك
I loved this a lot! Can't wait for the steam version to come out as well. I hope you'll make more projects in this universe in the future
can't wait to add this to my steam collection
Nie jestem z Polski, ale Uczyłem się Polskiego przez 1 rok, I było pryjemnie znów przeczytać znajome slowa
Could you please add co-op to the game. As soon as I saw your game on YouTube, I liked it so much that I immediately started looking for your game and registered on this site to support you with a comment and follow your work.
Polish Ryan Gosling. When playing, choose the left answer first, so some mystery of what is happening is preserved a little
why cant i buy the new game please take my money the first game was so good i wanna play the new one please im crying
AMAZING. The music, worldbuilding, environment is all just perfect. It really immerses you in this strange reality and seriously unsettled me at times.
Loved the ambience and worldbuilding I can get without much context
BUDDY, I CAN HELP YOU WITH THE SPANISH TRANSLATION (FROM ENGLISH) OF THE GAME IF YOU WANT!
Me too!
This needs to have longer version in steam!
Fantastic game, the mood and atmosphere is top notch, this mix of routine and abnormal, and the way the abnormal creeps up on us tourough the game...Yeah it's great.
The environement and characters really give life to this too, and it's crazy how little interactions like "flicking on the lights and closing the door" grounds us in this world.
I enjoyed the ambience created by the game, the soundtrack was really immersive. The storyline is very interesting, with constant tension, therefore I really loved it
Funeral planet, dead black asteroid
Mausoleum, this world is a tomb
Human zombies, staring blank faces
No reason to live, dead in the womb
Death shroud existence, slave for a pittance
Condemned to die before I could breathe
Millions are screaming, the dead are still living
This Earth has died yet no one has seen
Funeralopolis
I don't care, this world means nothing
Life has no meaning, my feelings are numb
Faceless masses filed like gravestones
Sacrificed for the glory of one
Funerary cities, flesh press factories
Corporate maggots feed on the carrion
Funeralopolis, grey morgue apocalypse
Black clouds form to block out the sun
Funeral planet, dead black asteroid
Mausoleum, this world is a tomb
Human zombies, staring blank faces
No reason to live, dead in the womb
Funeralopolis
Planet of the dead
Funeralopolis
Planet of the dead
Death shroud existence, slave for a pittance
Condemned to die before I could breathe
Millions are screaming, the dead are still living
This Earth has died yet no one has seen
Funeralopolis
Planet of the dead
Funeralopolis
Planet of the dead
Funeralopolis
Funeralopolis
Nuclear warheads ready to strike
This world is so fucked, let's end it tonight
Nuclear warheads ready to strike
This world is so fucked, let's end it tonight
Nuclear warheads ready to strike
This world is so fucked, let's end it tonight
Nuclear warheads ready to strike
This world is so fucked, let's end it tonight
Nuclear warheads ready to strike
This world is so fucked, let's end it tonight
Nuclear warheads ready to strike
This world is so fucked, let's end it tonight
Nuclear warheads ready to strike
This world is so fucked, let's end it tonight
Fuck
Wonderful experience! The apartment and the corridor outside are so lovingly crafted, with many tidbits that make it feel like an old Eastern European apartment! Love it when you can check out and click on everything in games, and you have been extremely throughout in your world-building!
The cutscenes are so awesome, large-scale and expressive, perfect for showing the massive coming apocalypse. Very film-like!
Thank you very much for making this game!
this is awesome,and also,can we expect any more?
Hello,
I found you on itch.io and your game looks very interesting.
I'm just starting out as a streamer on Twitch and would stream your game - maybe upload a Let's Play on YouTube and post short clips on TikTok or Instagram.
Would it be okay to use the music and sounds from the game, or is there anything I should be aware of? (in terms of licenses?) Unfortunately, I haven't found any other way to contact you.
Yours sincerely,
NoSweet_GER
I really love this game, it's just different. The apartment building really hits home, haha
I wish this game was available on Mac...
I wish this game was longer. It was so good! Great art style and great story.
The Style, Horror, Story.. Nominated it in my Dark Gems Playlist! Amazing work.
(Deutsch/German Gameplay)