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BREATH - They never asked how I was feeling... (Atmospheric Sci-Fi Psychological Thriller)

A topic by краля created Jun 07, 2026 Views: 162 Replies: 4
Viewing posts 1 to 3

Hi everyone! I’ve just released my atmospheric psychological thriller, BREATH, into Early Access, and I'm looking for players who love claustrophobic sci-fi mysteries.

"Plant, water, fertilize. This is a cycle I have to repeat constantly just to BREATHE.
I suspected that something was wrong here. Their replies... they were so cold. They never asked how I was feeling. I had hope that they would send help for me... oh, how wrong I was.
I really hope I'm the last one they put in there."

About the game: You wake up in an isolated deep-space greenhouse module. Your job is simple: maintain the experimental flora, check the terminal diagnostics, and keep the oxygen stable. As long as the plants survive, you survive. But as your shift nears its end, the system logs start acting up and the true nature of your mission begins to reveal itself.

Play it here (click)





Play it here (click)

Since the project is in Early Access, I am actively gathering feedback! I am building the foundation for a much larger experience, and your honest critique, bug reports, and theories will directly shape the upcoming updates.

I'd love to hear what you think!

I like the looks of this! I will download it and give you some feedback once I have time to play it. You say you're a solo dev. Are you doing everything alone from Code tmodels and audio? What tools are you using?

I really appreciate it, thank you! Can't wait to hear your thoughts when you have the time to play. As for your questions: yes, the whole game was put together by me in Unity. All the programming, scripts, and environment setups in the scenes were done from scratch. The sounds are from Freesound, and for the 3D models, I used some from the Unity Asset Store and Sketchfab. However, I also modeled a bunch of things myself! Speaking of which, I actually have a Fab page where I post my 3D assets: improba | Fab . Thanks again for taking an interest in my project!

So far the game is really interesting and has a lot of potential. I can imagine I'd play a more polished full version of it !

I notice some language issues, like 'Inventory is fool' instead of 'Inventory is full'.

I would also have liked if the controls and objectives were explained more. When I first got a full inventory, I wasn't really sure what to do. How to pick items, or how to drop items. I sort of had to mash my keyboard until I found the right key.
<spoilers>
I consistently had issues with finding my way. When the first 'go to sleep came' I had trouble finding the bed, because it was subtle and didn't look much like a bed. During the dreams sequence I was running back and forth between the glowing plants and the red panel, not being sure what to do. I noticed that I could press E close to the green plants, but only got told that 'You can't use that now'. I eventually realized that I needed to start from the first plant and then go one by one. I think it would be nice if the next plant is visible from the first so that you get a sense of were you are supposed to be headed

When having to stabilize the pressure as well I was mashing the keyboard and clicking about until I found the right key.
</spoilers>

I think in general having a bit more guidance on controls and how you are expected to do something would help.

The atmosphere is great, the progression of events is also great. The stress of continuously having to keep the plants alive while other stuff is happening is great.

Thank you so much for the detailed feedback and the kind words about the atmosphere! I'm really glad you're enjoying the progression and the stress of keeping the plants alive.

Inventory is fool is such a funny typo! I can't believe I completely missed that during all my testing, thank you for pointing it out! I will definitely fix it.

I completely agree with your notes on the controls and objectives. I am actually planning to add a keybinding panel and make the objectives much clearer in future updates. Your feedback about the navigation (the bed and the plants in the dream sequence) is incredibly helpful too, making the next plant visible from the previous one is a great idea for the level design.

I can't wait to hear your thoughts when you finish the game! I think the ending is the most interesting part. Thanks again for playing and taking the time to write this!