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RISE is a first-person vignette by Dr Dakoda Barker about living with chronic health conditions. The narrative is simple – the player has to get out of bed, get dressed and leave their house for the day. But Barker expresses the complexities of living with chronic illness by implementing intentionally hostile game design. The controls are unwieldy and incredibly demanding, forcing the player to use the controller in unexpected ways, to ask someone near them to help with the controls – or to make more conservative choices, like being too exhausted to bother with cool boots and settle for simple canvas sneakers instead. RISE’s challenging controls are designed to give the player insight into the physicality of living with chronic illness and pain, and the constant domestic negotiations that come with it.
Do not fear falling, you have cybernetic limbs. Use the scrolling coloured button on your ship to direct its course. Find the scrolling coloured buttons on the ground and use them to call your ship to pick you up. Humanity has been enslaved by unknown forces. You are a time traveller and a rebel outsider living high above the city. What can you even do in the face of such a situation?

Nocturne is a cyberpunk-themed experimental/exploration game. The goal is to simply wander around and enjoy the sights.

Explore diferent ambients in this calm island What would be on top of that cliff? What is that black ball? Will i be able to go through it? What would be at the bottom of that lake?

You are the caretaker of a graveyard at world's end. Each day, five spirits show at a random grave on the plot. Only two may be freed from this world. Your choices in this world do not matter.

Trapped in an endless cycle, David Echo must navigate haunted houses and terrifying dimensions to escape the sinister warden. Find hidden keys, avoid monsters, and break free from the nightmare. Can you survive?

You woke up on a desolate island up north, and your only company is a talking seal that insists on having you build cairns. Everything you didn't get to do is a first-person cairn-building game about commitment and validation.

A game about emotional abuse. You are back at the waterfront. They are spilling everything out onto you. Drink up bitch. Good girl. For now, I am still your eyes.

A little atmospheric reflection on not being able to travel.

A walking simulator in a hand-drawn environment. Meet plants with strong characters and respond to their incongruous requests. Please be careful where you step, your actions are not without consequences.