ABOUT THIS GAME
Wake bleeding on cold concrete beneath an amber window that has watched you across two deaths. The Bloodloss meter counts down with every command. Recover movement in seven stages — from total paralysis to standing at a threshold — while sorting through a trashcan's worth of discarded evidence and deciding which of three doors across the curb is the truth at the end of the street. The final entry in the Sprawl trilogy: Heat, Grip, Bloodloss.
KEY FEATURES
Live Bloodloss Pressure
The Bloodloss meter counts down with every command. As it falls, vision blurs, flashbacks intrude, and voices the rain has been holding back finally speak. Staunch the wound or the street takes you.
The Bloodloss meter counts down with every command. As it falls, vision blurs, flashbacks intrude, and voices the rain has been holding back finally speak. Staunch the wound or the street takes you.
Seven Stages of Physical Recovery
Progress from PARALYZED to STANDING through named narrative milestones. Each stage unlocks actions. Each action costs blood.
Progress from PARALYZED to STANDING through named narrative milestones. Each stage unlocks actions. Each action costs blood.
Street Investigation
Read the street, take what the gutter offers, and sort through a trashcan's worth of discarded evidence — each item a fragment of a night you are only beginning to remember.
Read the street, take what the gutter offers, and sort through a trashcan's worth of discarded evidence — each item a fragment of a night you are only beginning to remember.
The Door Puzzle
Three doors across the curb. From the ground they look the same. Only once you can stand do the numbers and colours tell their story. Choose wrong and the street finishes the sentence.
Three doors across the curb. From the ground they look the same. Only once you can stand do the numbers and colours tell their story. Choose wrong and the street finishes the sentence.
Standoff Finale
Reach the right door with the right preparation and the night becomes something the first two games were building toward.
Reach the right door with the right preparation and the night becomes something the first two games were building toward.
Multiple Endings
How the night ends depends on what you brought through the door and what you were willing to do once inside.
How the night ends depends on what you brought through the door and what you were willing to do once inside.
Pixel-Noir Presentation
Rain sheeting across a grey street, an amber window that never closes, film scratches, vignette, and a bloodloss meter that bleeds colour as it nears zero.
Rain sheeting across a grey street, an amber window that never closes, film scratches, vignette, and a bloodloss meter that bleeds colour as it nears zero.
GAMEPLAY
Perspective
Text adventure with live-state canvas
Focus
Parser-driven survival, investigation, and standoff resolution
Players
1
Native Resolution
96x54 scene panel with pixel-scaled interface