Experience: What does the player get to do? Walk around the environment interacting with objects and puzzles.
Theme: What is the game about? How does the game present concepts? The game is about keeping the player constantly on edge. There is a general atmosphere of unease due to the lighting, camera, sound design and more in order to accomplish this despite there not actually being many traditional “horror” events or jump scares.
Point of view: What does the player see, hear, or feel? From what cultural reference point? How are the game and the information within it represented? The player is first person, experiencing the game through the character. The player should feel at home since it is their old apartment but also uneasy due to the imposing Soviet bloc style architecture.
Challenge: How does the game challenge the player? It makes them think about what certain clues could mean and how to solve the games puzzles.
Decision-making: How do players make decisions? They can choose to do some parts of the game in any order or take as long or short as they like completing puzzles.
Skill, strategy, chance, and uncertainty: How are these elements used and balanced? The only real element of skill involved is problem solving, other than this the game does not have much strategy, chance or uncertainty.
Context: Who is playing, where, and when? On what platform? The game is designed to be played on a PC or console rather than mobile due to performance constraints as well as the atmosphere of the game being better experienced when sat down in a low light environment for maximum immersion.
Emotions: How does the game make the player feel? The game makes the player feel many things but the main ones are unease, satisfaction from completing puzzles and excitement/fear from scary moments.