You went through the wrong door. Behind it: damp carpet, humming lights, yellow wallpaper that runs further than it has any right to. No way out. Just a workbench, a furnace, and whatever the last expedition left behind.
A chair comes apart into sticks, sticks become a torch, boards a workbench. Then stone tools, then steel, each opening what the last could not touch. The furnace smelts metal; the salvage bench strips furniture for parts.
The world reshuffles every time you start — except the first hall. A yellow line on the floor marks the border: everything built inside it stays where you left it. Past it, nothing holds.
Health, hunger, thirst and your grip on things. Almond water steadies the mind, a bandage closes what bit you. In the dark a torch is all that stands between you and what walks there.
Poolrooms in white tile, server halls in blue half-light, warehouses, hotel corridors. Locked rooms, anomalous seams, flickering zones — all written up in the journal for good.
How to play
On a computer: WASD or the arrow keys to walk, Shift to run, Space to jump, C to crouch. The mouse looks around. Hold the left button to mine a block or pull furniture apart — on a creature it is a blow. The right button places a block, eats, drinks, or opens a workbench or furnace. Keys 1-9 and the mouse wheel pick an item from the belt. E is inventory and crafting, J is the journal, Esc is pause.
On a phone: the stick appears on the left wherever you touch the screen; hold it against the edge and you break into a run. Drag a finger across the world to look around. Hold a finger on a block and mining starts, and you can keep sliding without lifting. A short tap places, uses or hits. Round jump and crouch pads sit on the right; a weapon pad appears when you are holding one. The bag at the end of the belt opens inventory and crafting, the journal is in the top corner.