A glowing circular portal among geometric structures in an underwater dream landscape

Where We Leave Ourselves · PC / Steam · In development

Enter a dream with a plan. Escape before it learns you.

A psychological narrative horror game where a psychic prepares for outdoor liminal dream-worlds, recovers what is trapped, and survives monsters that react to attention and behaviour.

The hook

Interpret the environment to survive it. The dream watches how you move.

01 / The game

The environment is the threat, clue, and route.

Players recover objects, clues, people, and secrets while a changing dream tests what they noticed and how they behaved.

02 / Core gameplay loop

Every night starts before the player enters it.

Preparation creates a hypothesis. The dream tests it. Evidence changes the next plan—and eventually the ending.

01 / Day

Prepare

Select a psychic contract, review the recovery objective, study known monster behaviour, choose tools and a memory anchor, then plan a route.

Plan the hypothesis
02 / Night

Enter

Cross into an outdoor liminal dream-zone—a waterfront café, ferry terminal, closed carnival, garden maze, or another unstable place.

Cross the threshold
03 / Dream

Survive

Explore, observe, listen, and choose routes while reactive monsters learn from sight, sound, movement, waiting, repetition, and attention.

Read the active rule
04 / Return

Extract

Complete the objective and reach an extraction point before lucidity collapses. Decode recovered evidence during the next day.

Carry evidence home

Observe → interpret → predict → test → revise. What the player confronts, overlooks, or avoids shapes future contracts and the final outcome.

03 / Survival pressure

Stay too long and the dream stops obeying you.

A declining lucidity meter creates constant pressure without reducing the experience to conventional combat.

Lucidity100 → 0
StableRead the space
DistortedRules shift
ExposedThreats intensify
CollapseThe mind gives way
A glowing cyan portal under a dark sky and twin moons

Reactive monsters

Behaviour is the player’s loudest weapon—and greatest liability.

Planned monster types read different sensory and spatial signals. Survival depends on recognizing which rule is active.

Active ruleSight

Break the creature’s line of sight before it learns your direction.

Contract objectives

Enter with a concrete reason to risk the dream.

Recover a missing object
Locate a trapped person
Photograph a monster sigil
Activate wake anchors
Decode environmental evidence

04 / Visual identity

Horror beneath open skies.

Liminal zones create exposure, scale, and memorable silhouettes instead of relying on another dark corridor.

A warm portal glowing in a field

Garden / Whiteout

A monumental doorway in an open highland

Threshold biome

A brick mansion built against steep mountains

Recurring house

Planned places include streets, gardens, stages, layered biomes, liminal outdoor zones, and choice-spaces that lead to multiple lives or locations.

Follow development

Watch the dream take shape.

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