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Quite a typical scenario of room-escape games, you find yourself alone in a locked room, trying to take any action available in order to escape. However, you soon learn that such approach would not work here, for the things you can do seem to be rather endless, especially after acquiring the power to remember. Perhaps it is the bottle of poison you are forced to carry with you or The Voice who constantly claims that he is not a chatbot which makes you realise that this is not a simple escape-the-room situation. Not only the colours of the rooms, but every object you encounter seems to be a metaphor of something painful. As the memories become more difficult to bear and the puzzles become more unforgiving, you may find that drinking the poison to end your miserable life may be more tempting than you originally thought.