A derelict ship kept a careful record. Alone aboard, you re-run it room by room: read and hear the logs its crew left behind, and let what you learn show you what each room was hiding. A quiet point-and-click horror story about a captain, her family, and the crew who tried to reach her.

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Akan Datang ke Akses Awal

Pembangun permainan ini berhasrat untuk melancarkannya sebagai projek yang sedang berlangsung, dengan perkembangan dipengaruhi oleh maklum balas pemain.

Nota: Permainan dalam Akses Awal belum lengkap dan mungkin akan mengalami perubahan. Jika anda tidak berminat untuk bermain permainan ini dalam versi semasa, anda seharusnya menunggu untuk melihat jika permainan ini akan terus dibangunkan. Ketahui lebih lanjut

Kata-kata daripada pembangun:

Kenapa Akses Awal?

“HAZE is a small, carefully authored story game, and the thing we most need to learn can only be learned with players: whether the story lands. The Captain's Weight is playable from start to finish. Early Access lets us tune its pacing, the clarity of its reveals, and its closing moments against how real players actually move through the ship, rather than how we imagine they will.”

Berapa lama permainan ini dijangka akan berada dalam Akses Awal?

“Approximately a few months.”

Apakah perbezaan yang dirancang antara versi penuh dan versi Akses Awal?

“The full version is the same story, finished. Our focus is refinement: pacing between rooms, making sure every reveal is fair and findable, final ending text shaped by playtest, voice performance polish, and accessibility options. We may also explore further stories aboard other ships, but that is an aspiration, not a promise. What ships depends on what serves the story and what we learn from players.”

Bagaimanakah keadaan semasa versi Akses Awal?

“The Captain's Weight is playable from beginning to end in about 30 to 45 minutes. It includes one ship designed room by room around its story, voiced crew logs, the room reconstruction mechanic that lets you re-run a room into a deeper layer once you understand enough, a re-readable archive of everything you have recovered, and endings determined by what you discovered. Expect rough edges: some ending text and voice performances are still being refined based on playtest feedback.”

Adakah harga permainan ini berbeza semasa dan selepas Akses Awal?

“We don't plan to change the price. The price stays the same through Early Access and after full release.”

Bagaimana anda merancang untuk melibatkan Komuniti dalam proses pembangunan anda?

“Steam Discussions and Reviews are our main feedback channels, and we read both. We are most interested in which moments landed for you, which ones didn't, where you felt lost, and anything you found that you think we didn't intend. Bug reports there directly inform patch priorities, and every update comes with notes explaining what changed and why. We keep discussion on Steam so it stays searchable and visible to everyone. Please use spoiler tags; other players deserve to find this ship the way you did.”
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Tentang Permainan Ini

HAZE is a short, quiet point-and-click horror story. You are alone aboard a derelict research vessel, re-running a reconstruction of its recovered record. At first the ship shows you itself the way it would like to be remembered: tidy quarters, a calm bridge, a mug of coffee left beside the navigator's keyboard. Every log you read and every voice you hear gives the record more to work with, and slowly the rooms begin to show you what they were keeping out of frame.

The Captain's Weight

Captain Maura Jeanette is good at her job. Her crew trusts her with their lives and with their mistakes. Her husband runs the medical bay. Her daughter draws her pictures and tapes them where she will see them.

Every system aboard still reads normal.

What happened here is in the maintenance tickets and the shift reports, the messages that were drafted and never sent, and the recordings the crew made for no one in particular. None of it tells the whole story on its own. You put it together.

How It Plays

Look closer. Point and click through the ship's rooms. Read crew logs, clinical notes, maintenance reports, and the things people leave on a desk when they expect to come back to it.

Listen. The crew's logs are performed aloud, each in their own voice. Some things aboard were only ever written down.

Reconstruct. What you understand is the input. When you have read enough, a room can be re-run into a deeper layer: the same place, the same angle, closer to the truth. What a room shows you, it can't take back.

Understand, not choose. There are no dialogue trees and no final button. The story closes according to how much of it you pieced together.

Nothing to fight. No combat, no fail states, no timers, nothing hunting you. You cannot lose. You can only decide how closely to look.

One Ship, One Story

HAZE takes place on a single ship, designed room by room around a single story. Every log, note, and recording aboard was made by someone on this ship, for someone on this ship. None of it was left for you. Small things recur. A name in one room makes sense of a message three rooms later.

The Look

A used-future ship in the spirit of late-seventies and early-eighties science fiction: cold ribbed corridors, CRT readouts, banks of toggle switches, cassette recorders, and the one warm lamp in a cold room. Rendered in chunky low-resolution pixels with a PSX-era edge, and carried by room tone and tape hiss rather than a score that tells you what to feel.

Length

About 30 to 45 minutes. Best in one sitting, with sound on.

Content Note

HAZE is a story about grief, burnout, and going unseen by the people closest to you. It contains themes of depression and suicide, handled with restraint: no gore, no depiction of method, no jump scares. If these are hard subjects for you right now, please take care of yourself. Support is available at .

Pendedahan Kandungan Dihasilkan AI

Pembangun menerangkan cara permainan mereka menggunakan Kandungan Dihasilkan AI seperti berikut:

The story of HAZE was conceived and written by its developer, with AI writing tools used as a drafting and editing aid. Every line in the game was chosen, revised, and approved by a person.

The ship's scene images are generated with AI image models from our own detailed art direction (room-by-room descriptions, lighting, camera, and a fixed visual style), then reviewed, selected, and baked into the game at build time. Each room's depth information, used for lighting and hover effects, is generated the same way.

The crew's spoken logs are synthetic voice performances of those human-written lines, directed per character and generated before release. One character is never voiced at all, by design.

Everything is fixed before you play. The game makes no AI calls while you play, and the same images and recordings ship to every player.

The store artwork is made from those same in-game scene images, cropped, color-graded, and combined with the HAZE logo by hand-written tooling; no additional AI imagery was created for the store page.

Penerangan Kandungan Dewasa

Pembangun menerangkan kandungan ini seperti berikut:

HAZE is a psychological story about grief, burnout, and going unseen, and it contains themes of depression and suicide. These are handled with restraint: the game does not depict method, and there is no gore. Death is part of the story and is shown quietly and without violence. There are no jump scares, no sexual content or nudity, and no drug or alcohol use. Support resources are available at findahelpline.com.

Keperluan Sistem

    Minimum:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    • OS: Windows 11
    • Rangkaian: Sambungan Internet jalur lebar
    Dicadangkan:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    • OS: Windows 11
    • Rangkaian: Sambungan Internet jalur lebar
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