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 CLOSEA journey through scale and freedom
A layered narrative puzzle about control,
freedom, time and being watched.
Every freedom has its own scale.
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.

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.
A crack is how you remember the way.
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.
Lightweight mode displays concept art.
Viewpoint demonstration · Two completed faces trigger a rewire.
The same crack is now called a seam.
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.
Place a module. Observe the light below.
0/3 placed · The window faces the light. The world below receives it.The paths remain unchanged.
Leave it open, and the seam becomes a window.
For now you are still on this side of the wall
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.
One crack. Three scales.
Your place changes. So does its meaning.
The goal is small, but each step concerns survival. A tremor beyond the wall can change an entire life.
A LIFE UP CLOSEThe further you see, the harder it is to recognize one person. A placement changes lives you cannot see.
A WORLD IN HANDFrom above, an ordinary gesture. A shifted path or a lost light has a cause in another layer.
AN ORDINARY GESTUREPlaces we have yet to reach.
Concept art, not gameplay footage.
Begin with a maze you can walk through.
Build the world, one layer at a time.
A higher view. Fewer gestures.
More distant consequences. Heavier choices.