“Like many other things, if you know what you’re doing, an open fire isn’t particularly dangerous.” Says the person wearing no safety gear, having lit a campfire with flint and steel and currently rearranging the burning sticks barehanded.
“You’re… burning raw cellulose,” said the alien, through its translator. “There is no safety equipment.”
“Got a shovel,” soothed Tanja. “Got loads of sand. We’re good.”
“You are not knowing if this cellulose is loaded with toxins.”
“What, this li'l thing? Oh, you know how pickpocketing goes; a bit of clothing lint or spare change here, a rare jewel or costly necklace there, the pulsing locus of an esoteric magical ritual over there. Luck of the draw, really.”
(#00884-B153)
Still dunno everything this one does… I twiddled with the locket around my neck. When it’s open, it glows enough and shows up all the genuine tosh. Gives it that little extra sparkle. Gives me an edge.
A game of paranoia and survival, in a drugged-out, dystopian English city in 1964. From the studio that brought you Contrast.
It’s a first-person game, set in a procedurally generated, fully 3D city that you must escape before society collapses around you. But, like any good roguelike, you’re probably going to die a few times before you figure out how it all works.