The game’s design focuses on "uncanniness" and psychological distress.
: A signature weapon that fires various crafted bolts—like explosive, freeze, or flash—to trap or stun enemies.
: The plot revolves around a machine that connects minds, allowing for dream-like transitions between radically different locations.
Detail like The Keeper or Laura.
: Environments (hallways, rooms, and even entire cities) morph and twist based on the protagonist’s actions or the villain's influence.