A first-person game about being unable to see. One warehouse, one hundred thousand kilometers on a side, with a single live switch somewhere in it. Clap to light the room for a few seconds; find the switch by ear, following a hum and a ticking relay. Nothing is in here with you.

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Об этой игре

BLACKOUT requires hearing. Not rewards it, requires it. The switch is found by ear and there is no second route to it. The audio is binaural throughout; there is no mono option and no speaker mode, and a player with hearing in one ear gets no accommodation here.

It requires headphones. Over speakers the bearing smears, and the bearing is the whole instrument.

It requires a dark room. Almost everything this game ever puts on screen sits a few values above black; an unlit frame peaks at 4 out of 255. In daylight, with a window behind you, you are looking at a black rectangle. There is a calibration swatch second from the top of the Options list: raise the brightness until the bar is only just visible. Set it before you start, not at kilometer nine.

And it requires time. One run is fifty to sixty kilometers of walking: about four hours if you read the space well, closer to five and a half if you fight it. There is one length. There is no shorter version of this. That is past the two-hour refund window, which is why it is at the top of this page rather than the bottom.

It saves as you go. The run is written every ten seconds, and again when you pause or quit, and the menu offers it straight back when you return, with the fragments you have already had remembered so the opening is not repeated at you. You do not have to walk it in one sitting. You do have to walk it.

If that reads as a warning, it is the right warning and you should believe it. If it reads as an invitation, the rest of this is for you.

THE BUILDING

You are a warehouse worker, eleven years on the same floor. You were issued a torch in your first week. It was not replaced.

The power is out. Procedure on loss of power is to proceed to the nearest live plate. Procedure does not say how far the nearest one is.

The floor is a hundred thousand kilometers on a side, ten to the sixteenth square meters of concrete, generated from a seed as you walk rather than built in advance. The same seed gives the same building, and you can type one in. Somewhere out there, on a random bearing, fifty to sixty kilometers away, one circuit is still live.

Pillars on a ten-meter lattice, in districts about six hundred meters across that are genuinely different from one another: open lanes you can run, yards packed with crates that stop you dead, canyons of steel racking, and collapsed stretches where roughly one column in six is lying across your line. Each has its own room sound, so you hear the boundary before you reach it: racking answers a footstep in nine milliseconds, an open lane in forty-two.

A building has one to four decks, with stairs between them and ramps of rubble where a deck has come down, and the switch can be on any of them. You cannot fall. Every opening is edged, deliberately. In a game with no light, losing four hours to a hole you had no way of seeing is not tension.

HOW YOU SEE

Mostly you do not. Walking puts nothing on the screen at all.

A clap sends a wavefront out of you in every direction at about twenty-six meters a second. It lights each surface as it sweeps past and leaves an outline behind it, edges and silhouettes and the shape of the lane, which fades over five and a half seconds. Useful detail comes back from something under fifty meters. You hold three claps and get one back every ten seconds, so even clapping the moment you are able, a little under half the walk is spent with nothing on screen at all.

Walking into something also lights it, out to eighteen meters, and makes a noise you will feel in your teeth. It is deliberately the worse instrument, because blundering into the building should never be a better way of seeing it than looking. Scraping along a wall gives you sound and no light whatsoever.

Measured against the real collision grid, a player who steers around what they meet covers ground about forty per cent faster than one who holds forward and bounces off everything. That is where four hours comes from instead of five and a half. Routing is the game.

HOW YOU FIND IT

By ear. The live circuit hums, and a faulty relay beside it ticks.

The hum carries a true bearing at any range, so direction is readable from fifty kilometers out; what it does not give you is distance, which is what the relay is for. Three things sharpen as you close. The tone comes up out of the mud. The muffling lifts. And the tick speeds up, from one every four seconds at the far end to better than one a second when you are standing on the plate. Inside about twenty-six meters a red pilot lamp finds you before you find it, and you can switch that off for a harder arrival.

You do not need perfect ears. Walked in simulation against the real building, misreading the bearing by forty-five degrees on every single reading costs about thirteen per cent of the time, because you resample constantly and the errors average out. Hearing well does not buy you the route. It buys you not being lost between ticks.

If you do get turned around, there is a concentrate key: six seconds of an arrow on the true bearing, then twenty-five seconds before you can use it again. You may lean on it as often as you like, and using it once stamps the run ASSISTED and takes it out of the running for your best time. It exists so that nobody loses four hours to being lost. It is not a way to play this without hearing it, and it is not offered as one.

NOTHING IS IN HERE WITH YOU

This is not horror, and the build enforces that rather than promising it. There is no entity. Nothing has a position that persists between events, nothing pursues you, nothing has state, and nothing can hurt you, cost you a charge, end a run or touch your save.

What there is instead is a building doing what a building that size does when the power fails. Thirty-two kinds of event: nothing at all for the first fifty to ninety seconds, then one every forty-five to a hundred and twenty seconds, every gap drawn fresh so the rhythm never becomes learnable. Something falls a long way off. A rack takes weight it was not taking a moment ago. Your own clap comes back late, from further away than the room allows. The reverb shuts down to almost nothing for a few seconds and then opens again. A red glow with no fitting behind it. Some of them sound like company. None of them is company.

The hum is never taken away. It can waver, detune and duck, but it is never silenced, because it is the only route out. And nothing fires at all inside the last hundred and thirty meters. That stretch belongs to you.

THE STORY, WHICH YOU CAN IGNORE

Twenty-four fragments arrive across the walk, paced against how much of it is left, and one more once the lights are on. They are not collectibles and not a mechanic; they gate nothing and change no number, and if you skip every one the game is identical. There were others on this shift. They will be walking too, in other directions. You will not meet them.

BEFORE YOU BUY

Windows only, 64-bit.

Keyboard and mouse or any standard gamepad, either one at any moment, menus and options included. Controls cannot be rebound. Button glyphs are chosen in Options rather than detected, so set them to match your pad.

Nothing is spoken anywhere in this game, so there is nothing to subtitle. The story is already text on the screen.

No achievements, no cloud saves, no leaderboards, no multiplayer, nothing to buy afterwards, and nothing that talks to the internet. Your best time lives on your own machine.

Ten interface languages. English is the original; the other nine are machine translations that nobody who speaks the language has read. Worth knowing before you pick one.

Информация об ИИ-контенте

Вот как разработчики описывают контент в игре, сгенерированный ИИ:

This game was coded in assistance by Claude code.

Системные требования

    Минимальные:
    • 64-разрядные процессор и операционная система
    • ОС: Windows 10 64-bit
    • Процессор: Intel Core i3-4130 / AMD FX-4300 or equivalent — 4 hardware threads
    • Оперативная память: 4 GB GB ОЗУ
    • Видеокарта: Direct3D feature level 11_0 with WebGL 2 support and a current manufacturer driver — Intel HD Graphics 620, NVIDIA GeForce GT 1030, AMD Radeon R7 250 or better. Uses about 150 MB of video memory at 1080p; the game ships no textures.
    • DirectX: версии 11
    • Место на диске: 1 GB
    • Звуковая карта: Stereo output required. Headphones required for navigation.
    • Дополнительно: BLACKOUT is played in the dark and navigated by ear, so two things matter more than the numbers above. Your screen. Almost everything you see lives in the darkest 12 of 255 brightness levels. You need a display that still shows separate steps down there, in a room dark enough not to wash them out, with any dynamic-contrast, black-boost or vivid picture mode turned off. There is a calibration swatch under the brightness slider in Options — set it before you play. It takes ten seconds and it is the difference between a world and a black rectangle. Your ears. Direction is carried entirely by binaural audio. That is not atmosphere, it is the navigation: it is how you tell which way the relay is ticking and how far the wall is. Headphones do this properly; speakers in a room smear it. There is no mono or speaker mode. Windows only, 64-bit only. Runs windowed or borderless fullscreen; there is no exclusive fullscreen and no resolution setting — use the Render scale slider instead. Keyboard and mouse or any standard gamepad, either one at any time, with nothing to configure.
    Рекомендованные:
    • 64-разрядные процессор и операционная система
    • ОС: Windows 10 or Windows 11, 64-bit
    • Процессор: Any quad-core — Intel Core i5-6500 / AMD Ryzen 3 1200 or better
    • Оперативная память: 8 GB ОЗУ
    • Видеокарта: NVIDIA GeForce GTX 1050 Ti, AMD Radeon RX 560, Intel Iris Xe or better
    • DirectX: версии 11
    • Место на диске: 1 GB
    • Звуковая карта: Wired stereo headphones
    • Дополнительно: This is 1080p at full render scale with Detail set to High. Worth knowing: there is no frame limiter, and the game draws at whatever your display refreshes at — so a 144 Hz panel asks well over twice as much of your GPU as a 60 Hz one for exactly the same picture. If frames drop, two settings do the real work: Render scale (down to 50%, which quarters the pixels being shaded) and Detail (Low, which shortens the draw distance). Turning Bloom off saves a little more. Nothing adjusts itself automatically, so those knobs are yours. The ideal setup is an OLED or a well-behaved IPS panel in a genuinely dark room, with wired headphones. Any sample rate works; 44.1 or 48 kHz is the sweet spot, since every sound is synthesised at your device’s rate and a 96 kHz output doubles the audio workload for nothing you can hear.
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