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Jocool1231

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A member registered Jun 03, 2019 · View creator page →

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Thanks! It was supposed to be way bigger lmao.

The intention for the "Kill the beast" objective is to drag the Reactor core (Big green ball) outside to the elevator, clear the goop on it, and go down. (But that is the last objective, so you basically completed it.)

Thank you! Sorry about the bugs lol.

The "Random blindness" bug is a tough one to even diagnose let alone fix, for me it usually just fixes itself after a second if I move and swing the camera around a bit. The "Find Oxygen" objective bug was something I just fixed, however the actual HUD doesn't update correctly for whatever reason. So If you look in the objective menu after the HUD displays that objective, that menu will show you what to do next correctly. Not sure why you couldn't equip the wrench though, that's a new one.

That is the only ending, but when did you get that screen? It's only supposed to happen after completing the "Kill the Beast" objective. (Which means dragging the Reactor core outside to the elevator)

Updated 10/29/25 2:27am PST, with a few more fixes.

- Fixed Reactor keycard being able to open medbay
- Added additional items for balancing
- Tweaked lighting to make some things easier to find
- Tweaked enemies to be more of a challenge
- Fixed Oxygen objective progression bug
- Capped Oxygen amount
- Fixed Game ending
- Fixed somewhat major bug with airlock
- Fixed Wrench getting stuck when canceling heavy attack
- Made Transcription window scrollable

One of my favorites so far. A very simple story and game, but the concept, presentation, and surprising amount of realizm - Give an aura of cosmic dread that is just wonderful.

This is one of the few entries I've played so far, that has actually creeped me out. Something about the way the fog and lighting looks just brings me dread.

I only wish that the computer would be viewable more than once, and that the objective tracker would not tell you where the package needed to go. Instead trusting the player with some level of intelligence. (Which is always a risk I know.)

Overall though, I'm very impressed and was happy to play it. Very well done to all of the team!

The atmosphere here is really cool. I've always loved the vibe of driving home late at night, and this captures that really well, with a creepy twist. Plus the Voicesynth voices certainly added to the vibe, but I will echo what some of the others said, that it is sometimes hard to understand them when they overlap.

I did have some issues with getting the game in a playable state, as the default window it ran as was too small, and seemed to only show a quarter of the game view, however expanding it to my full 21:9 monitor didn't fix that. So I ended up having to full screen it on my second, 16:9 monitor instead, and that seemed to work as intended.

Loved the art so much, along with the color pallet, and the unnerving environment design, Incredible! The movement also gave a feeling of inevitability, being unable to stray from the path. The story is certainly something I can resonate with as well. I just wish it had some audio lol.

The art and the music were certainly a highlight. While I'm not a big fan of timed games, I do think it works pretty well here. You generally have enough time to find one or two clues for your next run after getting cursed, plus technically getting to decide when you start the curse, is a very cool decision for the player. 

Nice work!

Excellent visuals, I love the vector/flash style drawings. The plot is very interesting and spooky, personally I found it a little hard to follow, but that could just be me. The music was decent, though I feel it betrayed the atmosphere at points.

A neat little story. The art is great, the closeup pixel art especially. (And whether or not it was a technical limitation) I thought the small detail of the color pallet changing near the end when the light speaks was brilliant.

The music was somewhat grating, but had a unique tone to it, and was very well made given the hardware limitations. Lastly, I did want to note that the movement was somewhat slippery, even though that doesn't really matter for this type of game.

Overall - I can tell that a lot more thought and writing went into this than is shown in the game, and I have a great respect for that. Well done!

The color pallet, drawings, and visuals overall are a big stand out part here. The humor and writing was also very charming. I will say however, that while the audio was somewhat "crispy" as you would expect from this style of game - there were times were it was more "crispy" in an unpleasant way. (The menu music and page flipping come to mind.) It was also somewhat strange that the audio appeared to be panning toward where you started, but that just seems like a bug to me.

Overall a very simple and cute game, well done!

That's great to hear, glad you guys liked it!


You need to find a keycard in crew quarters to get to the command center. The bar blocking the crew quarters door can be broken with the wrench, similar to the lock on the fuse box.

Glad you liked it! The atmosphere, audio logs, and writing in general was certainly one of the biggest aspects of this game for me. As I really wanted to get across that this is a real living world, which has things happening outside of your involvement.

SPOILERY HINT:
To complete the backup generator objective you need the Flare Gun, Flare Gun Ammo, and Fuel. All of which can be found in the storage room. (The room with the sparking keypad) You then need to clear the goop from in front of the backup generator door found in the reactor room, to do this you need to fire a flare through the crack in the window. After that, enter the room and interact with the backup generator.

This is probably one of the least well communicated objectives.

Glad you liked the atmosphere! Presentation was certainly a big focus for me on this project.
As far as the balancing of resources, that could have used some more work as you discovered lol. At the moment I think there are three oxygen bottles that can be found around the main rooms you initially have access to before finding the wrench.

The oxygen mechanic was mainly there as I had intended for a much longer underwater segment near the end of the game. But of course I ran out of time.

Yeah, I've ran into that bug myself. It will usually only happen once per playthough, but if you move and swing the camera around it should eventually fix itself.
Not sure why it happens in the first place though unfortunately.

Updated at 10/24/25 10:30pm PST, to fix several game-breaking issues.

- Fixed being locked out of airlock on death
- Added some additional items to prevent easy soft lock
- Fixed Soft-lock on Dr.Wheeler objective
- Fixed tools becoming nonfunctional while switching in the middle of an animation
- Fixed "Shut Down main power" objective
- Fixed "Disengage Safety locks" objective

The most recent build should fix this.

The first one is a known issue, just save and reload the game.

The second one is a matter of the order you press them in, that's not a bug. Not sure why you didn't have an active quest though.

I'm aware of that one, I'll see about a fix.

Thank you for the report, I'm working on a fix.

Try switching Toa, or Saving and Loading. That tends to fix most things.

It's recommended to download the Non-Cheat Client for your first playthrough.
Otherwise you can press Tilde and type in DISABLEALLSCREENMESSAGES.

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I believe one of the directions on the D-Pad should switch Toa, the other direction should switch Masks.
However... the tutorial pop-up might get stuck if you switch Toa that way because I think it's tied to you opening the UI. Disabling the HUD might clear it though.
If that doesn't work, try bringing up a virtual keyboard (or plugging one in) and holding T for a second to open the wheel. That should get you through a bit cleaner.

Aside from controller issues, I'm curious how well it's working on the Steam Deck? You're the first person I know of to play it on one.

Try pressing Alt + Enter then clicking them, If that doesn't work then I'm not sure.

Most of the game should work with any controller, only the UI won't work with controller.
Unfortunately that's not something I intend to fix in this version as it'd require a full overhaul of the UI.

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I'd recommend lowering everything to the lowest possible settings, then starting a new game and running through the tutorial again.
Also If the tutorial check box works now, then try disabling it when making a new game.

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I'm really not sure what to do about this, The log doesn't really tell me anything.
Just make sure your Direct X, graphics drivers, and Windows version are all up to date, restart your pc, etc. Then try it again and if it still does the same thing then...

There's not really much else you can do besides trying it on a different computer,  sorry.

What version are you playing, and what OS are you on?

There we go, Day 2 patch uploaded, now to run in VR you'll have to download it separately which is annoying but should work better.

Hmm Okay I'm going to try and figure out why this is, also when you launch the game in desktop mode, can you see the background video on the main menu?

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Ahh, Okay I know how to fix this. The game should be updated in a couple of days.

Edit: Done! The day one patch is released, adds a pause menu for screen mode, an invert option, and should fix this error.