Original size 1140x1600

LINE ZERO

PROTECT STATUS: not protected
Longread translated automatically

LINE ZERO

Psychological Horror: The Telephone Exchange, a First-Person 3D Experience.

A telephone operator from East Berlin, while eavesdropping on secret calls, finds herself caught in a predicament where she must oscillate between justice and empathy, duty and humanity, tying the destinies of ordinary people together through telephone conversations.

big
Original size 1060x691

The main goal is to decide who will be reachable by phone and who will be unable to share an important secret over the line.

USP

Work — narrative: everything that happens in the game occurs through a pipe, a toggle switch, a tape recorder, and a journal. As you move through the work and between shifts, the plot advances.

Physical interaction: there is no inventory or HUD; everything presented to the player is interactive and switchable.

Rules that evolve and deceive: with each shift, the rules begin to grow, and the rule from the first shift will no longer be relevant by the fourth shift when a new rule appears that negates the previous one. The player decides for themselves whom to trust—themselves or management.

Three sources of truth: rumor, film, and the journal. Sooner or later, one of them will begin to diverge from the other two, and by domino effect, this entire house of truth will collapse into a lie.

Original size 763x602

REFERENCES

CONCEPTUAL MOCKUP

Original size 956x673

PLAY CYCLE

Original size 1684x593

ROADMAP

Original size 1920x1080

All game screenshots are taken from another of my projects; they were inserted to convey the atmosphere of the Line Zero project and the mood within the game.

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