by Manos Agianniotakis
An interactive VR experience about a woman dealing with PTSD. The story blurs the line between reality and fiction, dreaming and living, forcing the player into the shoes of a flawed but relatable main character. It explores themes of gender, identity, obsession and trauma.
Taking inspirations from the real world phenomenon of the Toynbee Tiles, the story of the game focuses on a woman who cut herself off from the world after a traumatic event. Alone in her flat, she investigates the appearance of the tiles and tries to solve their mystery. Her only communication with the outside world is through her computer, her phone and letters that other investigators send her.
During the course of the game, the players learn more about the tiles and the tragic story of the main character and the reason she lives in isolation.
The game combines first and third person perspective and has a text adventure segment that is navigated within a 3D environment. The gameplay is a combination of decision making (Papers Please) contemporary (Wolf Among Us, Oxenfree) and classic adventure games (The Fourth Protocol, Bureaucracy) with a twist.