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filler@godaddy.com
Signed in as:
filler@godaddy.com

The player steps into the role of a novice mortician.
Within this strange and dreamlike world, even the most unsettling phenomena lose their power to frighten.
The spirits do not come to harm the living—they linger, quietly asking to be seen, and to have their unfulfilled wishes gently brought to rest.

The guest takes the role of an undertaker, responsible for preparing a deceased client for their final farewell.
The guest stands in a professional but intimate relationship with the deceased. The undertaker’s job is to respect the client’s wishes (which they have to figure out by themselves) and present them with dignity, balancing both the eerie environment and the implied presence of the family who will see the final result.

The guest’s goal is to dress and decorate the body correctly in a sequence (pants → shirt(multiple choices) → tie(multiple choices) → suit(multiple choices) → flower(multiple choices). Completing the sequence allows the client to rest peacefully and the experience to conclude.

The progression from eerie to peaceful was well-paced and satisfying.
“You tailored it so that even though it’s freaky, people can still get through it — they don’t quit.”
The “clothes + corpse” mechanic was simple yet meaningful; as we put it, “a fascinatingly simple mechanic that carries emotional weight.”
The ring and rose finale read clearly to players and provided a satisfying emotional payoff.
“That was very clear… It was like, oh, there’s a ring… that was easy.”

The setting is a dimly lit mortuary preparation room. Candles, shadows, and the ticking of a clock create an eerie, ritualistic atmosphere. The moment is timeless — a space between life and afterlife — where the undertaker works quietly(unless the client feels unhappy), guided by objects on the table and subtle environmental cues.
Testing VR and hardware performance, and building the initial whitebox prototype.
Gradually integrating art assets and implementing gameplay interaction events.
Multiple interactive events were implemented throughout the game. Incorrect item choices trigger randomized reactions, including environmental shaking and chaotic object movement.
These responses function as negative feedback, amplifying the horror tone and reinforcing the consequences of player error.
The game is designed to encourage players to make mistakes intentionally.
These moments of failure help guide players into the intended interest curve, while gradually revealing the game’s mechanics and narrative context in a controlled and progressive manner.
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