
The Suicide of Rachel Foster
Coming back to the family Hotel after years, a strong-willed woman finds herself trapped with the ghosts from her past and a cellular telephone as the only way to unveil a terrible truth.
What it feels like
A pervasive wistful sadness about loss, family, and a suicide pervades the atmosphere throughout. A grave, subdued seriousness with the hush of grief and mourning defines the emotional register. The player is invited to reflect on memory, truth, and family trauma while exploring and piecing together the narrative.
What it's about
Unveiling a terrible truth through investigation is the central narrative drive of the experience. The suicide of Rachel Foster and confronting what led to it anchors the emotional core of the story. Exploring trauma, past ghosts, and psychological weight rather than jump-scares or monster horror.
How it plays
Interaction is driven by examining hotspots, using the cellular telephone, and combining information to progress.
How it looks and sounds
Viewing the decaying hotel environment from a first-person vantage creates immersion in the protagonist's journey. The 1990s-era hotel is rendered with realistic environmental detail to ground the psychological horror.
How it's structured
A solo narrative experience with no multiplayer component, structured for one player to uncover the mystery. The family hotel is a carefully designed, authored space laden with narrative detail and environmental storytelling. The hotel layout may gate access to certain areas until story progression or key items unlock new passages.
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