Kadıköy, March 2029. When the sirens went off at midnight, the city poured down every staircase it could find. Shelter 38 was built for thirteen people, but fourteen were at its door that first night. Two weeks later, only the two of you are left inside, and someone is knocking again. Every morning the steel shutter ri…
Kadıköy, March 2029. When the sirens went off at midnight, the city poured down every staircase it could find. Shelter 38 was built for thirteen people, but fourteen were at its door that first night. Two weeks later, only the two of you are left inside, and someone is knocking again.
Every morning the steel shutter rises, and someone is waiting outside. Each of them arrives with a name, a story and papers that may or may not be their own. Once you have listened and asked your questions, the choice is yours: open the door, or leave them outside.
Everyone you let in becomes part of the shelter. They stand watch, queue for rations and sleep in the same dormitory. Over time they fall ill, pick fights and grow close to one another. Around the dinner table they talk about the dead, about the people you turned away and, sooner or later, about you.
As the shelter grows room by room, so does the number of machines that need looking after. When the generator starts to falter in the middle of the night, you are the one who goes down and fixes it with your own hands. If you get it right, the lights stay on, but one wrong move can leave everyone in the dark.
The city above is ash, but on the operations table Kadıköy is still standing. You plan expeditions on a paper map, choose the crew and what they take with them, and sign the order. You never know in advance what they will bring back, or whether they will come back at all.
Nothing leaves the shelter without your signature and the shelter's seal. Every so often you also have to sign a new rule for the door: Do children and the elderly come first, or those who can work? Every rule you sign stays in force, and none of them can ever be taken back.
On the board in the operations room, the missing-person notices multiply every week. Each night you write down what happened in the shelter, yet some things never quite add up. Something is wrong in Shelter 38, and you don't know what it is yet.
The street names are Turkish, but the people at your door could have come from any city on Earth. Leave Them Outside is playable in 34 languages, from the wall stencils to the handwritten notes.
Key Features
- Run and expand a Cold War shelter beneath Kadıköy
- Decide who gets in and who stays outside
- Residents with their own lives, troubles and opinions
- Repair failing machines with your own hands
- Send expeditions into the ruined city
- Four acts and multiple endings
- Fully localized into 34 languages
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