The Unseamly Place

James standing in the unfinished back room of the foreclosed house, the walls stripped to their joists

A working man, a foreclosed house, and what lives there.

In development, version 0.9.0. Keyboard and mouse, a pad, or a thumb on a phone.

What it is

The Unseamly Place is a survival horror in the PS2 manner: fixed cameras chosen by each room, tank controls, a 4:3 frame under grain. James is sent by his boss, Mara, into a house the bank has just taken, with a hammer, a crowbar, a wrench and a flashlight. Eleven rooms on two floors run from a nearly intact hall to a back room stripped to its joists, and something in the living room hears him coming. Past the house is the house next door but one, then Wood Lane under day fog, the apartments where Mara is caretaker, the farmhouse over the shaft, the house by the lake and the cistern under its shore. The name is spelled with a seam, on purpose.

The lay-by at the top of the hill road, the pickup parked in fog
The lay-by at the top of the hill road, where New Game starts.

Press

The facts, two blurbs to paste, and the credit lines that travel with the game. The wordmark and the images on this page may be used in coverage.

Facts

TitleThe Unseamly Place
GenreSurvival horror: fixed cameras, tank controls, third or first person
EngineGodot 4.6
PlatformsWeb, in the browser, now; Linux and Windows builds
DeveloperRiley
PublisherLocus Artifacts LLC
StatusIn development, version 0.9.0
Sitethe.unseamly.place

Tagline

A foreclosed house, and what lives there.

Short blurb

The Unseamly Place is a survival horror in the PS2 manner: fixed cameras, tank controls, a 4:3 frame under grain. James is sent by his boss into a foreclosed house with a hammer, a crowbar, a wrench and a flashlight, and something in the living room hears him coming. The name is spelled with a seam, on purpose.

Long blurb

The Unseamly Place is a survival horror made the way the PS2 ones were: a fixed camera in every room, tank controls, a 4:3 frame under film grain and a vignette. Mara, his boss, rings about a house she has just taken title to. James parks in the lay-by at the top of the hill, lifts his toolbox out of the bed and walks down the gravel path into the fog.

The house is eleven rooms on two floors, from a nearly intact hall to a back room stripped to its joists. The toilet is backed up, the front door goes, and a man with a knife is in the living room. Four hammer blows put him down. The hammer comes down hard, the crowbar jabs and reaches, the wrench is nearly twice as fast, and later a handgun, a pump shotgun and a hunting rifle go to the shoulder, every shot bringing whoever hears it. Ammunition is counted, drinks and kits are few, and there is no health bar.

Past the house is the house next door but one, with the first boss in its coal cellar, then Wood Lane under day fog, the apartments where Mara is caretaker, the farmhouse whose floor falls away into a shaft of stairs, the ruined house by the lake and the limestone cistern under its shore. Puzzles draw a new answer each game. Notes are read where they lie. Saves are notepads.

The name is spelled with a seam, on purpose: the town is houses stitched together, and so is James.

Credits