A downloadable game for Windows and macOS

“Stay” is an experimental 3D Visual Novel I created as my BA thesis. In the game I explored how typography placed inside the world (opposed to having the text render as a form of UI element) would impact the gameplay, and how typography could be used to display the emotions of the speakers.

Controls

WASD + Mouse to navigate
shift to toggle running

Also playable with a controller.

Esc or right Menu Button toggles the options (they are only selectable via mouse).

Gameplay

Just follow Eline (the NPC character) through the forest and you should be fine.

I recommend playing the Mac build if you have the choice, as it comes with character name plates.

Music

If you liked the music you can download it for free via bandcamp:

https://riekay.bandcamp.com/album/stay

Credits

Game by Henni Wiesner

Additional Programming by Lewin Hustedt

Story by Henni Wiesner

Editing/Proof Reading by Anne Wiesner, Jana Lehning, Katinka Rosenfeld

Music by Henni Wiesner and Benjamin Paska

Fonts by Henni Wiesner (Seeboh_v2, Eline Serif, Amilia Sans)

Things I used: Unreal Engine 5.1, Metahumans, Quixel Megascans, Advanced Locomotion System v4, lots of YouTube Tutorials, Soundsnap

StatusPrototype
PlatformsWindows, macOS
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorHenni
GenreVisual Novel
Made withUnreal Engine, Adobe Illustrator
Tags3D, germany, typography, Unreal Engine, walkie-talkie, Walking simulator
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Gamepad (any)
LinksSoundtrack, Homepage, Blog

Download

Download
Stay_1_1.app.zip 623 MB
Download
Win1_01.zip 852 MB

Install instructions

Know Bugs

Falling through the world on load. If that happens try to either reduce the screen resolution and restart from the menu or restart the game entirly.

Menu is not navigatable with the controller.

After setting resolutions clicking quit in the menu can become fiddley.

There may or may not be a bug with the ending card on the windows build wherein the title «Stay» isn’t displayed correctly and only parts of the word are shown.

Updates

2024-01-28: Updated the Win version. It now has the same color grading and effect as the Mac version got in the last build. The speaker name unfortunately I wasn’t able to get to work for this build : (

2023-07-06: Updated the Mac version. Changed the color grading, light, and added a grid effect. Above the text the speaker name now also appears, making it easier to know who is saying what.

2023-02-03: Updated both versions so that they now play the credit roll upon reaching the end of the story.

2023-01-30: Updated Windows version to (hopefully) get rid of the crazy disco effect.

2023-01-25: Added new version for Windows, with the same fixes I added to the Mac version previously.

2023-01-20: Added new version for Mac that fixes hair being slightly displaced, and hopefully falling through the earth on start.

Comments

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I had no idea font could be used this expressively. I felt like I could ‘hear’ the tone of the characters—their sharpness, frustration, sarcasm, resignation. So much emotion came across. And it was sooo beautiful. The words took up so much space. Sometimes I forgot to look at the forest, or I’d appreciate that a view was really pretty, but then I was swept up in the dialogue again, which feels so much like an emotionally-loaded walk.

And that awkward silence in the middle when Eline and Amilia stopped talking... It had WEIGHT. I found myself cringing, waiting, pleading for the ‘quiet’ to be over and the text to fill up the screen again. (Like in real life lol. But I can’t remember a time I ever experienced it in a game!) This felt so much like a real conversation. Also, the two times Eline turned back to face Amilia was like a breath of fresh air. I felt so much connection to her in those moments after watching her back for so long. It was like a validation of like, “Oh. We’re here together.”

It was also just a wonderful conversation. Even without knowing their history, the premise and dialogue clearly telegraphed the dynamic between these two. It was so relatable. I feel like I’ve had a similar conversation a few times before too. And Eline’s sentiments on places and belonging and contentment were so sweet.

PLUS the music and visuals were amazing!! Just wonderful all around.

(+1)

Thank you so much for playing my game. I’m really really happy that it resonated with you.

Placing the dialog inside the game world is a concept I think about from time to time. But, it seems pretty daunting to integrate it in another game. I hope I find a project were I can use this idea again. Also your comment makes me want to make a game with this idea again >.< We’ll see what 2026 brings ^^

The description of your feelings during the game conversation were so beautiful. Thank you!

(+1)

Lovely little game! I think it’s really impressive how you capture these small intimate moments so well, no flashiness, no big twists or crazy settings, just two people talking. It’s very lovely and very human.

Your love of typography is on full display and I am here for it!! It was cool to see the words represented physically, seeing their reflections on the lake water or being enveloped in the leaves of trees and bushes. It’s like the words themselves are living in this space and the people are just traveling through it. I also like how you portrayed sarcasm, so cute.

The music tracks are all bangers, no surprises there. :P

The art was really nice, I think it can be hard separate an unreal engine game from that “unreal” look but the exaggerated warm light and atmospheric glow and the beautiful crunchy dithering was all delightful and distinct.

(1 edit) (+2)

AFDGHAJDFHGDJFHG THANK YOU SO MUCH BEAN!!!