About the game
A wrong turn leaves you in damp carpet and buzzing light, with a workbench, a furnace and leftover supplies. Break a chair into sticks, turn sticks into a torch, and work up through stone and steel so each new tool reaches what the old one could not.
Four meters track your body and your nerve: wounds, food, water and how firmly you hold on. Almond water calms you, a bandage shuts a bite. The layout changes on every start except the first hall, where a yellow floor line keeps your builds fixed and everything beyond it slips away. The journal records the tile rooms, server halls, warehouses and hotel halls you cross.









































