Voss
Voss is a PS1-style narrative horror game set in a Soviet-era nuclear facility on the edge of catastrophe. You play as Voss, a technician with too many questions and too few answers. After entering the most secure wing of the facility—just another morning shift—a meltdown occurs, but you mysteriously wake up entering the room, only for it to happen again.
Explore a looping, atmospheric space composed of only a few rooms:
- Break Room
- Laboratory
- Maintenance Hall
- Reactor Control Room
Uncover hidden logs, make choices through vintage terminals, and try to stop the meltdown before it’s too late and finally escape the loop.
This is a short, story-driven experience made in under a week. Expect roughly 15-20 minutes of gameplay, depending on how much you explore / interact with.
If you need help, click the dropdown for a walkthrough
Run One
On the first run, there isn't much to do. However, reading the paper on the table next to the radio unlocks dialogue with Yuri. Additionally, reading the note on the table in the lab next to the computer allows us to use the computer later, and flip the breakers in the maintenance room.Run Two
On the second run, you can tell Yuri that a meltdown is imminent (NOTE: You have to do this before the alarm starts). After the meltdown starts, he'll give you the code to the computer in the lab.Run Three
On the third run, you can now use the computer in the lab. You'll have to flip the breakers to do this, so remember the order from the paper earlier. You have to attempt to manually override the reactor. This will fail, but you can now manually twist the pressure valve in the command room. This will end the game.If you’re a fan of Outer Wilds, or early Silent Hill, this might scratch a similar itch (Outer Wilds was the main inspiration).
Developed by: Room 116
Tools Used: Unity, Photoshop, Audacity, Blender
Special Thanks: You, for playing.
Made as part of the Pixel Ghost Jam in one week
How it fits the theme:
Nature of Machines - For me, it always seems like the Nature of Machines is for them to break, especially at the worst possible time. And what could be worse to have break than a nuclear meltdown?
Additional modifiers:
Fading Lights - While not a core aspect of the game, there are flashing lights to signify the meltdown.
Countdown - The player has a countdown of three minutes each cycle before the meltdown occurs
Time Loop - Each time the meltdown occurs, the player wakes up and can try to stop the meltdown once more, with the information they learned from the last cycle.
Published | 1 day ago |
Status | In development |
Platforms | HTML5 |
Author | Room 116 |
Genre | Puzzle, Interactive Fiction |
Made with | Unity, Blender, Adobe Photoshop, Audacity |
Tags | Walking simulator |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
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