Project Sekai

INTROVERT

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INTROVERT places players inside a small, familiar space—a room that feels like the only place left untouched by an unseen presence. With no one to talk to except for distant messages, the days pass slowly, reinforcing the idea that the outside world is no longer safe. The game immerses players in the mind of someone who refuses to leave, turning simple interactions like checking the time or staring at the walls into moments of quiet tension.

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INTROVERT places players inside a small, familiar space—a room that feels like the only place left untouched by an unseen presence. With no one to talk to except for distant messages, the days pass slowly, reinforcing the idea that the outside world is no longer safe. The game immerses players in the mind of someone who refuses to leave, turning simple interactions like checking the time or staring at the walls into moments of quiet tension.

The Weight of Being Watched

The world outside is not empty. Something is there, observing, waiting. The character is told to stay inside, to avoid looking beyond the room’s boundaries, but the sense of paranoia grows stronger with each passing moment. There are no direct threats, yet the feeling of being watched lingers in the silence. Players must decide whether to trust their instincts or give in to curiosity—knowing that some things cannot be unseen.

Psychological Horror Without Escape

INTROVERT builds its horror not through sudden scares but through isolation, repetition, and the fear of the unknown. The game’s slow pacing and subtle environmental cues force players to sit with the discomfort, questioning what is real and what is imagined. The short yet intense experience leaves players with unanswered questions, making them reconsider whether the real horror was outside the room or within their own mind.

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