AGORAPHOBIA
One day. You do not leave the house. The outside gets in anyway: through the phone, the door, the walls, the window.
Three bars
- ANXIETY starts at 15%. At 100: panic attack.
- COMFORT starts at 50%. At 0: you give up.
- BATTERY starts at 100%. At 0: the phone dies. So does hope.
Keep all three alive from Sunrise to Midnight. The battery only goes one way unless you do something about it: every choice costs a little charge, more when you are anxious, less when you are comfortable.
How a day goes
- Two options
- Every event gives you exactly two choices. Quiet arrows under each one show which bars it moves and roughly how far.
- Notifications
- Open one and it costs a battery point and does what it does. Dismiss it and it waits on the unread pile, +1 anxiety each when the hour changes.
- Eight times of day
- Sunrise, Morning, Midday, Afternoon, Late Afternoon, Evening, Night, Midnight. A boss ends each one. Your bars decide how it starts.
- Items
- 104 of them, in five families. Some help. Some help in ways you will regret. Two can save you from dying once.
- The story of your day
- When the day ends, at Midnight or wherever you fell, the game tells you the day you had, part by part, built from what you drew and what you chose.
- Another day: B
- Then a grade for how you kept your three bars, all day. Same seed and same choices, same day.












Everything you read in the game right now is placeholder. The real events, hundreds for every time of day, are being written.