Project Sekai

Burial (DEMO)

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Burial (DEMO) introduces the character Vasily Panin, a man asked to film a memorial service in a modest Soviet apartment. The evening begins with a simple task: capture the mourning ceremony until dawn. Soon, however, the ordinary setting begins to shift. The exit becomes inaccessible, the coffin stays shut, and the few people present either fade away or stop behaving as expected. The apartment transforms from a filming location into a closed stage where uncertainty dominates.

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Burial (DEMO) introduces the character Vasily Panin, a man asked to film a memorial service in a modest Soviet apartment. The evening begins with a simple task: capture the mourning ceremony until dawn. Soon, however, the ordinary setting begins to shift. The exit becomes inaccessible, the coffin stays shut, and the few people present either fade away or stop behaving as expected. The apartment transforms from a filming location into a closed stage where uncertainty dominates.

Structure Of The Demo

This first playable version lasts around ten minutes and is designed to present the world of the game in a contained form. The player is asked to search the rooms, follow subtle story cues, and pay attention to details that may reveal hidden meaning. Sound effects and visual distortions give the impression of an old recording, linking directly to Vasily’s camera work. Every action is framed in a way that encourages close observation rather than fast movement.

Main Tasks During Play

The central loop in Burial (DEMO) is built from a few recurring activities:

·         Look for items scattered across the apartment

·         Connect small narrative clues to the larger mystery

·         Pay attention to sounds and visual overlays

·         Wait for scripted changes in the environment to appear

Together these elements make the limited demo feel more complex than its short runtime suggests.

Presentation And Style

The apartment is modeled after a worn Soviet living space, complete with aged furniture, muted lighting, and narrow corridors. The design focuses on realism, but the main force shaping the experience is sound. Distant knocks, the quiet shift of furniture, or the resonance of a closing door all contribute to the tension. The demo never reveals a direct enemy, instead relying on atmosphere and timing to raise questions in the player’s mind.

Future Outlook

Even with its small size, the demo sets up expectations for a longer experience. The unresolved threads—the closed coffin, the locked apartment, and the absence of mourners—imply larger explanations that will appear in the full game. Developers suggest the complete release will extend to about an hour of play, broadening both the story and the interactive scope. In this way, the demo serves as a preview that leaves players with unanswered questions and motivation to see the finished product.

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