MazeConcept art, not gameplay footageConcept art, not gameplay footage
A WIDER VIEW ANOTHER PAIR OF HANDSIndependent narrative puzzle · In development

A journey through scale and freedom

THREE

You escaped the maze
Now you stand
where the hands once were

A layered narrative puzzle about control,
freedom, time and being watched.

THE PREMISEWORLD / 00

Every freedom has its own scale.

Every escape
begins a larger world

Become a person in a maze. Find the exit within a lifetime.
Then stand outside the cube, changing another person's path.
Finally, assemble restored worlds into a city, following a blueprint.

An operator watches the maze. Concept art, not gameplay footage.
Concept art, not gameplay footage
01TravellerSurvival02OperatorControl03BuilderOrder
01THE MAZE / A LIFE WITHIN

Leave alive

You cannot see the whole. Remember the walls, cracks and light nearby. Time becomes a lifetime; your body ages as you walk.

Just as the paths begin to make sense, the world slips from your control.

  • Procedural mazes
  • Limited sight
  • Variable lifespan
  • Visible aging
  • Shifting paths
Youth / 20
OBJECT ARCHIVE 001

A crack is how you remember the way.

01 / WITHIN SIGHT
02THE CUBE / THE OPERATOR

Become the hands

You have just escaped control. Now you must keep another person from escaping. Turn the cube, restore its structure, and decide when the maze inside changes.

No cube expertise is required. Story, Standard and Challenge modes offer hints and assistance. The decision remains yours.

  • Legal turns
  • Three difficulties
  • Next-step hints
  • Optional assistance
  • Two-face rewire
  • Three-face reveal

Lightweight mode displays concept art.

Viewpoint demonstration · Two completed faces trigger a rewire.

OBJECT ARCHIVE 002

The same crack is now called a seam.

02 / BETWEEN HANDS
03THE CITY / THE BUILDER

Build to the blueprint

Build with restored cubes. Each placement may become a wall, a shadow, or the only light in another world.

Meet the deadline. Leave a gap. Change an orientation. Fewer actions carry heavier decisions.

  • Blueprint building
  • Snap placement
  • Orientation choices
  • Consequences below
  • Delivery pressure

Place a module. Observe the light below.

0/3 placed · The window faces the light. The world below receives it.The paths remain unchanged.

OBJECT ARCHIVE 003

Leave it open, and the seam becomes a window.

03 / ABOVE THE PLAN
A FRAGMENT OF A LIFELOCAL DEMO / 5–8 MINUTES

For now you are still on this side of the wall

Demo
Escape within a lifetime

Walk into a maze of limited sight.
Feel time pass, lose control once,
and see beyond your world for the first time.

Aging themes · Leave at any time · Muted by default
Playable maze prototype. The full three-layer game is in development.

WASD / MOVEMOUSE / LOOKMOBILE / TOUCH MOVEMENT
THE ORDER OF THE GAPSWORLD PHILOSOPHY

The order of the gaps

One crack. Three scales.
Your place changes. So does its meaning.

I

Closer is more concrete

The goal is small, but each step concerns survival. A tremor beyond the wall can change an entire life.

A LIFE UP CLOSE
II

Higher is more abstract

The further you see, the harder it is to recognize one person. A placement changes lives you cannot see.

A WORLD IN HAND
III

From below it is fate

From above, an ordinary gesture. A shifted path or a lost light has a cause in another layer.

AN ORDINARY GESTURE
WORK IN PROGRESSIN DEVELOPMENT

A journey
still taking shape

Begin with a maze you can walk through.
Build the world, one layer at a time.

Current phase
World design and playable prototyping
First release
Single-player 3D narrative puzzle for the web
Established
Maze, aging, cube, city and ending structure
Under evaluation
Maze pacing · Aging feedback
Cube assistance · City choices

WORK IN PROGRESS

Begin with a maze

2026.09 / Website prototype

  • Standard brand geometry and the world introduction.
  • A playable maze, changes of scale and a lightweight fallback.
  • Developing the character, cube assistance and city choices.

The website introduces the narrative. The game remains in world-design and playable-prototype development.

WORK IN PROGRESS

Until we meet again

Official update channels are not open yet. Bookmark this local page to follow development. No subscription information is collected.

∞ / BEYOND THE VISIBLE

Seeing more
does not mean being unseen

A higher view. Fewer gestures.
More distant consequences. Heavier choices.

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