DROWNSCROLL starts with ordinary things: a bad movie, a conversation with a friend, old photographs, a father in a nursing home, work, and a phone. Nothing unusual, until all of it slowly starts turning into something else. A conversation about a movie turns out to be about more than just the movie. Memories do not alw…
DROWNSCROLL starts with ordinary things: a bad movie, a conversation with a friend, old photographs, a father in a nursing home, work, and a phone. Nothing unusual, until all of it slowly starts turning into something else.
A conversation about a movie turns out to be about more than just the movie. Memories do not always match the way things actually happened. Some conversations go further than you would like.
Everything gradually changes form. Desire becomes a decision, a decision becomes an explanation, and an explanation becomes a memory of why things happened the way they did. They may seem like different things, but the further the story goes, the harder it becomes not to notice that, behind them, the same thing remains again and again.
And then the sea appears.
Not as a separate set piece, but simply as part of what this story gradually becomes. There are ships in the sea, currents, and people who are going somewhere too.
DROWNSCROLL is a short linear narrative game, about 40–45 minutes long. You walk, read the dialogue, and watch it all unfold.
You can ask “why” about anything, but every answer ultimately comes down to a simple “it is what it is.”
40–45 minutes. In terms of playtime, the game fits neatly within Steam’s refund policy. After that, there are the credits, the sea, and it’s up to you whether you need that button or not.
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