The White Hell

Genre: Visual Novel
A visual novel game about fate and choice importance.
The game menu is a diary with entries, and the game is divided into acts and seasonal events: 1. Demo Act: The protagonist recalls how it all began, back in 1999, at a factory where he was assembling and designing ammunition. The player is given the opportunity to finish his shift, after which he is interrupted at work by Oleg, his colleague. During the conversation, we learn that Oleg is from the director and that he, like many others, has just been fired. He hasn't just stopped by; the protagonist is called in for a talk. The protagonist says goodbye to Oleg and goes to the director. The director explains that hard economic times have arrived and that he values ​​him as an employee, but he has to fire him. This is a catastrophe for the protagonist, who wanders for a long time through a depraved, impoverished city where crime is rampant. Along the way, the player stops at a store, where they gather the necessary ingredients and go to the checkout. During a brief conversation with the saleswoman, the protagonist complains about their life, saying they've been struggling for years, that no one will hire them, and that their loved ones can't even afford to help themselves. Out of old friendship, the saleswoman lets the protagonist go without paying for the groceries. The protagonist heads home, but upon entering, they realize they've left their keys in the door. The player selects the intercom key from a list. Inside, the protagonist fixes the radio and listens to it, when the power goes out in the apartment. The protagonist goes to plug it into the electrical panel, but along the way, they encounter a neighbor who says their fuses have blown and their legs are hurting badly, asking the protagonist to turn on the light for them too. The player can then choose to turn on the light for both of them or just for themselves, depending on what the neighbor says. If we help the neighbor, he says he heard someone pass by, but couldn't see them in the dark and thought it was the protagonist who decided not to turn on his light. We say goodbye and leave. If we don't help the neighbor, he tries to laugh it off, hinting that it's rude, so we argue with him and leave. Approaching the door, we see a note by the entrance that says, "I saw everything. D." End of the demo act. 2. Event "New Year 2026": This event resembles an incomplete diary entry; the year is not specified, but at 11:00 PM, someone (possibly the protagonist from the demo act) is visiting Santa. Santa suggests we look around, as there's something in this room for him. If we examine the painting and the small house, we can ask Santa about them, as... The house turns out to be an exact replica of the protagonist's house, and the painting depicts the street where he lives, but Santa will try to reassure us, saying that these are gifts, that coincidences happen, and that he has no right to reveal who ordered the gifts; his job is to deliver them. We can leave at any time, receiving an achievement from Santa as a gift.

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