Reshape Your Reality With Your Grief In The Darkness Of Impermanence

Impermanence — Announcement

A new narrative horror title, Impermanence, is on the way to us all, and we have a slight look at Impermanence in the announcement

Grief can quickly do a number on someone who isn’t able to handle it, and that seems to be the story going down in Impermanence. Not with anything that is going on behind-the-scenes with Bad Choices Loud Noises or Duckosaurus Games, hopefully, but mainly with the protagonist in the upcoming horror title for the PC. All to give us a dark and grim look at how grief, refusing to let go, and obsession can shape the world we live in. In the case of Impermanence, it looks to be much more than just the perceived world of the person suffering from it. That all said, let’s have a look at what has been announced and how it could be helping the rest of us look at this darkness in a completely different way.

As the story goes in Impermanence, since that will be the bigger push for the game, we are playing as a parent who has lost their son and is not taking it well. They want to bring him back and have turned to science to try to fix this problem. Science and rebuilding our son’s room in the basement of the Orpheum theatre. This is where we will need to use object placement and acoustic levitation to bring back parts of what we think is the son’s spirit. Given that Impermanence is more of the psychological horror than monster or gore, I have a feeling this is where things could turn south for our character, as the placement of things, and the shrine we build, will dictate how successful we are in this venture. All to lead us into the multiple different endings that might have a lot more heartbreak in them than any real closure. This is a game about grief, obsession, and the darkness all of that brings, so that feels like it would follow the tragedy structure more than anything.

Impermanence — Announcement


The Orpheum theatre should have stayed abandoned.

Instead, you return night after night — carrying boxes of toys, photographs, trophies, drawings, fragments of a life — rebuilding your son’s room beneath the theatre’s dead stage lights.

You tell yourself it’s science. That you will fix it.

Through sound, you begin pulling something back from the static. Tiny motes appear in the air. Echoes answer your voice.

But something else is listening too.

Impermanence is a first-person narrative horror experience about grief, obsession, and the act of refusing to let go. Transform a decaying concert hall into a shrine to memory. Use the principles of acoustic levitation to stabilize fragile fragments of presence. Hold on as a force older than grief pushes back.

There are no weapons. No monsters waiting in the dark.

Only the slow realization that the world is trying to correct what you’ve done.

Features:

  • Use acoustic levitation principles to attract and lock spirit fragments in place
  • Build a shrine from a child’s belongings — what you place, and where, determines what answers
  • Fight entropy through light, sound, and the obsession of a father trying to right the ultimate wrong
  • Psychological horror built on tension and emotional unease — no combat, no gore
  • Multiple endings determined by how far you’re willing to go — and what you’re willing to lose to get there

How dark do you think things will get in Impermanence after seeing what we have here? Will there be any happy endings to this story? How precise will we need to be with the object placement in the game? How much real science will be in the mix of things, or will a lot of it be based on science, with the literary license being taken to make it intriguing? Let’s have it all out in the comment section down the page here. We’ll see what else we can uncover for Impermanence now that we have the announcement out of the way. This might not sound like everyone’s cup of tea, but it could be a fun story to see play out. Watch for more of the game here on the site, or on all of our socials out there to see where it all goes. I know I’m interested in seeing how it all plays out.


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