A narrative game · PC, Steam

2.5 square meters

A room. A pencil. A way out. M rents two and a half square meters of nothing and starts painting her way to Berlin, Rome, New York. Every wound she paints sells. Every sale buys her future.

Genre Dark fantasy · psychological horror Length ~10 hours Languages EN, RU
The story

A girl, a city,
and the price of being seen.

M arrives in the city with one bag and a pencil. The room is two and a half square meters. The galleries are continents away.

Then things start happening to her. Hard things. She paints them. They sell. The room fills with strangers, the ceiling stops behaving, and somewhere past the fourth chapter she finds out what the world has been doing with her all along.

The drawing

You hold the pen. You trace the world.

Take the pencil. Trace the contour of an object inside a 3D scene. The moment your line closes, that object becomes part of the world. The room rearranges itself. Light shifts. People notice.

01

Ten minutes to learn

Move the mouse. Move a controller. Trace a line. That is the whole verb. No tutorial walls, no menus to memorize.

02

A lifetime to master

Accuracy, speed, the medium you pick, the palette you pick. Every choice colors how the world reacts to you.

03

The story you draw

Every canvas sells in a gallery. Every sale opens a scene. The career you build is literally the lines you put down.

04

Yours, again

Four to nine canvases per playthrough. Different brushes, different orders, different endings. Run it back.

Three resources

Three meters that decide your ending.

Resource 01

Inspiration

You earn it by watching, listening, walking, looking at other people's work. You spend it the moment you start a canvas. Run dry and the lines refuse to land.

Resource 02

Sanity

It drops after the worst scenes. It gates which endings are even reachable. Painting the wound back, slowly, is one of the few things that puts it back.

Resource 03

The camera

The camera is a character. By Chapter III the frame stops sitting still. That is not a bug. That is the game telling you something.

Structure

Four chapters. Four endings.

  1. I

    Arrival

    3 in-game days

    You meet the city. You meet the apartment. You meet the people who sleep on the other side of the wall.

  2. II

    Work

    4 days

    The first canvas sells. A small flight, a smaller hotel. The first thing happens that you cannot un-see.

  3. III

    Fracture

    3 days

    The room starts reading you back. The camera drifts. Two people remember the same evening differently. You keep painting.

  4. IV

    Reveal

    4 days

    Everything answers itself. One of four endings lands, depending on what you painted, when, and on which version of yourself.

If you loved these

You already know the room.

We grew up on these games. If you lived inside any of them, you are our player.

Slay the Princess

An author with a knife. Branches that hurt. Proof a small idea can become a million copies.

Scarlet Hollow

Choices that bruise. Horror with teeth, patience, and a hand-drawn pulse.

Fear & Hunger

Slow, dark, exact. A reminder the audience for stories like ours is already here.

Pathologic 2

A town that thinks. A studio that does not blink. The tonal compass we keep checking.

Waitlist

Be the first inside the room.

Closed demo before anyone else. Steam page on day one. The first cut of the music. Concepts, scenes, behind-the-scenes notes. No spam, ever.

By signing up you agree to receive development updates. One click to leave at any time.

  • · Closed playtest of the demo chapter
  • · Launch-day discount on Steam
  • · Production diary, concept art, extended lore