Elisu wakes up alone in a Japanese high school. Doors locked. Lights dead. Her flashlight is the only thing between her and whatever's standing in the dark at the end of the hallway.

The obvious move is to find a way out. So she does what anyone would — she solves the puzzles, fights what she can, avoids what she can't, and pushes deeper into the building looking for an exit that has to exist somewhere.

But the school is wrong. Corridors stretch longer than they should. Walls measure thinner than the blueprints say. Rooms she's already cleared rearrange when she isn't looking. And scattered through the classrooms and offices, she finds documents — attendance records, health files, counselor's notes — that tell the story of a student who was quietly falling apart while the institution watched and filed paperwork.

The deeper she goes, the more personal it gets.

The school isn't haunted. The school is working.

WHY THIS GAME

I wanted to make a horror game where the scariest thing isn't what's chasing you — it's the moment you realize what the puzzles were actually asking you to do.

Most horror RPGs put you in danger. This one puts you in proximity to a truth. The danger is that you might understand it.

WHAT TO EXPECT (when finished)

A 2–3 hour RPG Maker MZ game built around a single flashlight and the things it reveals.

Your flashlight is everything. Weapon, tool, and finite resource. Point it at enemies and they burn. Point it at the frozen figures in the hallways and the building changes around you. Run out of battery and you're blind. Every beam you spend on combat is a room you can't fully explore.

Four zones. The school is organized like something organic — each floor stranger and tighter than the last. The architecture isn't random. It follows a logic you won't like once you figure it out.

Puzzles that rehearse something. You'll expose hidden things, transmit information, sort people into categories, and discard what doesn't belong. They're good puzzles. They also mean something you won't catch the first time through.

Documents that do the heavy lifting. The story isn't told through cutscenes. It's told through the paperwork a school generates when a student is in crisis and nobody does enough. Clinical notes. Attendance codes. A half-finished transfer form. You piece it together the way the institution should have — and didn't.

Multiple endings. What you looked at, what you read, and what you chose to ignore all feed into how the game evaluates you at the end. No ending is "good." Some are true.

CONTENT INFORMATION

Mature (17+)

Contains: psychological horror, depictions of bullying and social ostracism, institutional failure, self-harm (referenced through clinical documentation — not depicted graphically), guilt, emotional manipulation, and imagery that may be disturbing. No jump scares as a primary mechanic. No explicit sexual content.

This game deals with the aftermath of a student mental health crisis. The horror is psychological and cumulative — it builds through what you read and what you piece together, not through sudden shocks. If these themes are difficult for you, please take that seriously.

ABOUT

Made by Nefes Games. Solo dev. RPG Maker MZ.

I make games about the distance between who people are and who they pretend to be. This is the first one.



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WtLdR-Win.zip 167 MB
WtLdR-Mac.zip 331 MB

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