Player Experiences

Players motivation:

Find your own way out in a labyrinth of memories filled with loneliness and confusion. The girl you play is struggling between escaping and facing reality: she ventures into layers of dreams, both to escape the pain of reality and to find the truths she has distorted or forgotten in the fragments of her memories, ultimately reconciling with herself and returning to reality.

Players Agency:

  • Exploration: Players are free to decide the order and depth of their dream exploration. Although the spatial structure is progressive, players can discover and interact with memory fragments and details within each area at their own pace and emotional inclination. Using items found in the scene allows players to return to the previous level, but the CD will be consumable which will affect the game’s ending.
  • Interpretation: The game does not provide a “standard answer.” Players collect only blurry audiovisual fragments from the environment (a distorted piece of music, a skipped frame of video). What these fragments represent and what story they tell are entirely up to the player to construct based on their own experiences and emotions.
  • Choice: In the symbolic core (the garden), players must choose which emotional memory (happiness, regret, or peace) to revive. This directly determines the emotional filter (tone) and core echo (ending) of the final reality.

Players Journey:

Guidance: Learning to “See” in Dreams

In the initial bedroom, hallway, and bathroom, players learn four core skills: Meet ‘Cutty’Pronunce: kyoo tee) and use Cutty to discover, Zoom Observation, Switching Perspectives, and Sound Resonance. This shifts players from visually exploring the scene to actively solving puzzles and finding the main storyline.

Mid-Stage: Integration and Choice in the Deep Waters of Memory

Diving from the bathtub in the bathroom into the “Poolcore,” the space becomes surreal and emotionally oppressive. Here, players need to integrate and use skills to access more painful and chaotic layers of memory. Then, entering the “Garden of Memory,” the use of skills is elevated to symbolic emotional repair. Here, players must make their first major emotional choice (which memory to revive). This choice is no longer about solving puzzles, but rather the first active intervention in their own emotional wounds, determining the tone for returning to reality.

Final: Stripped of Tools in Dream world, Facing real world

In the “Real Bedroom,” all dream tools (magnifying glass, radio) and supernatural abilities (switching between first-person and third-person perspectives) are stripped away. Players can only rely on the observation habits and experience learned in the first two phases to complete the final step. The journey begins with learning how to solve puzzles in surreal dreams and ends with facing the world alone upon waking, without any assistance. The final choice is made by the player on behalf of the girl: which part of her memories to carry on with her life.