Includes a "Novel Mode" that allows players to read through their choice-history as a cohesive story once the game is "beaten". 4. Critical Lens
The project was built using a "pantser" approach, starting with the feeling of a chase and working backward to justify why the chase isn't happening.
Early Alpha / Initial Build ( .zip release) Genre: Psychological Subversion / Anti-Horror 1. Concept: The "Non-Pig" Premise
Uses typical horror tropes—low lighting, grainy textures, and industrial soundscapes—but applies them to non-threatening scenarios, creating a "permanent state of dread" without the payoff of a monster.
Throughout the game, environmental clues (muddy tracks, distant squeals) suggest a pursuer is near, but encounters always reveal something harmless, like a broken steam pipe or a literal, non-threatening farm animal.
Contains the lore—or lack thereof—explicitly stating that "no pigs were harmed, nor are there any pigs actively seeking your demise."
Includes a "Novel Mode" that allows players to read through their choice-history as a cohesive story once the game is "beaten". 4. Critical Lens
The project was built using a "pantser" approach, starting with the feeling of a chase and working backward to justify why the chase isn't happening.
Early Alpha / Initial Build ( .zip release) Genre: Psychological Subversion / Anti-Horror 1. Concept: The "Non-Pig" Premise
Uses typical horror tropes—low lighting, grainy textures, and industrial soundscapes—but applies them to non-threatening scenarios, creating a "permanent state of dread" without the payoff of a monster.
Throughout the game, environmental clues (muddy tracks, distant squeals) suggest a pursuer is near, but encounters always reveal something harmless, like a broken steam pipe or a literal, non-threatening farm animal.
Contains the lore—or lack thereof—explicitly stating that "no pigs were harmed, nor are there any pigs actively seeking your demise."