Max checks old buildings before they are demolished. A normal job β until the numbers don't match.
Mailbox 91 is not empty.
Π’ΠΈΡΠ°
Someone crossed out the name. Not a child.
Tap the black line. It won't come off.
He was waiting.
Feed the cat. Follow it.
Food is the only thing he listens to. A fed cat walks ahead and looks back at you.
The face
The other side
π£ Talk to peopleπ Find keysπ‘ Nothing can hurt you
π€« Sneakπ Hide and waitπ Shadows hunt you
The other side
Nobody lives here. Every door is open.
The same block, as it remembers itself. On the face you talk. On the other side you hide. Drag the line.
They see your light. They hear your steps.
No fighting. Go around, or hide and wait.
The block, cut open
Five ways to one door.
The block from the side, floor by floor. Flat 91 exists only on the other side. Pick a route β the steps appear on the building.
πTap the door
The key opens it. Behind it β concrete.
Tap the door. The block hasn't given the flat back yet.
1
2
3
4
5
Traces
The block remembers. Find what it kept.
Five windows, in order. Each one is a memory from 1994 β this is how the player learns what happened. Tap window 1.
Π’ΠΈΡΠ°
Tysha. Ukrainian for "silence".
You read it in every note as a word. It was a name.
You don't choose the ending. You build it.
Three doors. Open them.
Who made this
Yehor Matviienko
Aspiring game designer. I grew up in blocks like this one β every detail here is something I've seen. One mission, five routes, a cat instead of a quest marker: this is how I think about games.