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

Where We Leave Ourselves · PC / Steam · In development
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
Players recover objects, clues, people, and secrets while a changing dream tests what they noticed and how they behaved.
Dream threshold · Lumen Field
Evidence, memory, preparation, and the choice of where to descend next.

Crossing a layered biome means crossing into a different rule set.
02 / Core gameplay loop
Preparation creates a hypothesis. The dream tests it. Evidence changes the next plan—and eventually the ending.
Select a psychic contract, review the recovery objective, study known monster behaviour, choose tools and a memory anchor, then plan a route.
Plan the hypothesisCross into an outdoor liminal dream-zone—a waterfront café, ferry terminal, closed carnival, garden maze, or another unstable place.
Cross the thresholdExplore, observe, listen, and choose routes while reactive monsters learn from sight, sound, movement, waiting, repetition, and attention.
Read the active ruleComplete the objective and reach an extraction point before lucidity collapses. Decode recovered evidence during the next day.
Carry evidence homeObserve → interpret → predict → test → revise. What the player confronts, overlooks, or avoids shapes future contracts and the final outcome.
03 / Survival pressure
A declining lucidity meter creates constant pressure without reducing the experience to conventional combat.

Reactive monsters
Planned monster types read different sensory and spatial signals. Survival depends on recognizing which rule is active.
Break the creature’s line of sight before it learns your direction.
Contract objectives
04 / Visual identity
Liminal zones create exposure, scale, and memorable silhouettes instead of relying on another dark corridor.

Garden / Whiteout

Threshold biome

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