Project Sekai

TESTIMONIUM

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Testimonium begins with a man opening the door to find nothing but a plain package. Inside is a VHS tape, marked only by a strange burned symbol. No sender. No note. Driven by curiosity, he plays it. What follows is not a recording but a doorway. The screen flickers, the world shifts, and he wakes up somewhere else—inside a confined, decaying place. Something about it feels like punishment, though he doesn’t know for what. The cycle starts without warning and repeats without mercy.

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Testimonium begins with a man opening the door to find nothing but a plain package. Inside is a VHS tape, marked only by a strange burned symbol. No sender. No note. Driven by curiosity, he plays it. What follows is not a recording but a doorway. The screen flickers, the world shifts, and he wakes up somewhere else—inside a confined, decaying place. Something about it feels like punishment, though he doesn’t know for what. The cycle starts without warning and repeats without mercy.

The Tape Is A Prison

The space inside the tape is not static. It’s a series of decaying corridors, metal structures, and empty rooms that feel like they once held meaning. There are no clear objectives, no escape signs. As you move through the space, the world reacts in subtle, strange ways. Lights behave unpredictably. Sounds grow louder even when no movement is made. Each time you return, things have changed slightly, but the path never truly opens. You are always pulled back into the loop.

What Awaits Inside

As the player explores deeper into Testimonium, they encounter areas and patterns that point to rituals or events long forgotten. Every texture and sound choice serves the slow build of unease. The game strips away common interaction, focusing instead on the discomfort of being observed and isolated.

Core features include:

  • A short single-session experience, lasting under 15 minutes
  • No dialogue or written story, only environmental clues
  • Visual design inspired by retro horror and analog media
  • A repeating structure with small shifts over time
  • Intense sound design with sudden distortions and silence

No Guide, No Relief

There are no tips, no indicators. The player is placed in the middle of a world that does not want to be understood. It’s not about solving puzzles or defeating an enemy. The threat in Testimonium is existential. As the space folds and resets, it becomes clear that the tape is not just a message—it’s a mechanism. It delivers people to something, and once it begins, the process cannot be undone.

A World That Watches

Testimonium leaves the player with more questions than answers. The meaning of the symbol, the origin of the tape, and the purpose of the space remain uncertain. What’s certain is that the character was not the first, and likely will not be the last. This brief experience doesn’t aim to shock but to leave a mark, much like the burned symbol itself—quiet, permanent, and unexplained.

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