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Confined during an extreme lockdown, a declining actor watches his reality unravel as isolation, paranoia, and scarcity consume his sanity. A minimalist psychological horror about loneliness, fear, and the fragile boundary between reality and delusion.

THE GAME

LOCKDOWN is a narrative psychological horror and social drama game set in São Paulo during the early stages of the COVID-19 pandemic in 2020.

The player follows ROCK SILVA, an eccentric and lonely actor who remains confined to his apartment while the city, his routine, his relationships, and his psychological stability progressively deteriorate.

The apartment begins as a refuge.

Then it becomes a confinement.

Finally, it becomes a psychological prison.

The horror should not primarily rely on monsters, creatures, or jump scares.

The main threat emerges from:

  • isolation;

  • loneliness;

  • paranoia;

  • scarcity;

  • illness;

  • conflicts between neighbors;

  • domestic violence;

  • alarming news reports;

  • unexplained sounds;

  • the deterioration of routine;

  • the degradation of the environment;

  • the loss of a sense of time;

  • the fear of human contact;

  • declining health;

  • deteriorating mental stability.

The experience should progressively make the player question:

"What really happened?"

"What is Edson imagining?"

"What is happening in the apartment next door?"

"To what extent can we trust the protagonist's perception?"

GAMEPLAY

LOCKDOWN is a first-person narrative and atmospheric experience.

The player should live through Edson's routine rather than simply watch the story unfold.

The gameplay should combine:

EXPLORATION

Move throughout the apartment and explore limited areas of the building.

INTERACTION

Manipulate and interact with important objects.

OBSERVATION

Observe the window, television, peephole, objects, and environmental changes.

ROUTINE

Perform everyday household tasks.

ENVIRONMENTAL STORYTELLING

Discover information and pieces of the story through the environment.

AUDIO

Investigate events primarily through sounds and what can—or cannot—be heard.

RESOURCES / SCARCITY

Progressively manage the dwindling supply of certain resources.

SANITY / PSYCHOLOGICAL STATE

Represent Edson's psychological deterioration through the player's experience, rather than relying solely on a numerical sanity meter.