games (mostly text-based) about houses and places-- exploring them, haunting them, feeding them:
childhood homes (and why we hate them) - after a decade, you return home.
return - a text-based horror game about coming home.
singing from the far side of the hill - about a trans woman, homeless after a bad breakup, who rents a stranger's spare room. it's a decision she comes to regret.
anatomy - Explore a suburban house, collect cassette tapes, study the physiology of domestic architecture.
leave house - leave house
the open house - We at Northtree Real Estate (in partnership with Optix Dynamix Labs) are proud to present our new, state-of-the-art, open house simulator! Come and take a quick tour of 15615 Hollow Oak Lane, a familiar and comfortable showcase home in one of our premier developments!
what girls do in the dark - This little game is based off one of the greatest fears they had as a teenage girl: showing up late to a stranger's slumber party.
unbecoming - a sonically-textured interactive horror fiction exploring cycles of trauma and unspeakable forces of nature in a mythic rural American landscape.
13 laurel road - an interactive fiction game about the relationships we have with places and reconciling with trauma. You play as a young man named Noah who has been tasked with picking up some things from his cousin’s old house.
domvs - a gothic mystery game in which you rely on your environment to uncover the truth.
flesh, blood, & concrete - you find yourself in a vast, empty apartment complex.
i am still here - a short, unconventional ghost story and vignette reflecting on the end of a long lockdown.
vacant - Film a ghost-hunting show.
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I'm re-reading the Discworld series for reasons, and honestly the most relatable part of reading these as an adult is how many of the protagonists start out being tired, used to their little routine and vaguely disgruntled by the interruption of the Plot. Sam Vimes wants to lie drunk in a gutter and absolutely doesn't want to be arresting dragons. Rincewind is yanked into every situation he's ever encountered, though he'd much rather be lying in a gutter too. (Minus the alcohol. Plus regretting everything he's ever done said witnessed or even heard about fourth-hand in his whole life.) Granny Weatherwax is deeply suspicious of foreign parts and that includes the next town over; Nanny has leaned into the armor of "nothing ever happens to jolly grannies who terrorize their daughters-in-law and make Saucy Jokes"
Only the young people don't seem to have picked up on this---and that's fortunate, because someone has to run around making things happen, if only so Vimes and Granny and Rincewind have a reason to get up (complaining bitterly the whole time) and put it all to rights. Without Carrot, Margrat, Eric, etc. these characters don't have that reason; they're likely to stay in the metaphorical gutter and keep wondering where it all went wrong or why anything has to change.
............well, that's not quite true. You get the sense that Vetinari knows how much certain people hate the Plot. And as the person sitting behind the metaphorical lighting board of Ankh-Morpork, he takes no small pleasure in forcing the Plot-haters specifically to stand up, and say some lines.
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