
The year is 1637. Florence is still recovering from the Great Plague of Milan. Many of her inhabitants are devasted and lost. A plague doctor returns to their work as an alchemist, intent on completing the work of their predecessor. They are ready to test the procedure on three subjects of varying willingness.
A gardener, a street urchin, and a priest all walk into an alchemist's lab...
Acts: Three different chapters, one for each 'subject,' with unique and mind-bending environments, problems, and mechanics. Explore the dreamscape worlds of each subject, find your way to their core, and decide who they should be.
Historical setting: The environments and subject characters are designed to be accurate to 1637 Florence, Italy.
"Abstract-ish": Environments are built not to show high fidelity details, but rather to invoke emotion and express meaning through symbolism and "vibes."
Non-Euclidean exploration: The dreamscape environments have many tricks up their sleeves; expect anything from unreliable gravity to looping geometry and folded space...
Puzzles of meaning: Puzzles are more than puzzles; each has symbolic meaning to the mind you invade, and actions taken to solve these puzzles can have dire consequences for the subject.
Alchemy: Collect ingredients, experiment, and create potions to solve puzzles and problems unique to each subject.
Cause and effect: Your actions and words impact denizens (each subject's resident NPCs), as well as the subject as a whole, and lead to many branching outcomes and consequences for each.
Branching dialogue: Denizens react to your actions and don't always trust you. Dialogue branches based on how you treat each subject, and each denizen within each subject. Even your own reflection has something to say about what you decide to do.
Odd conversation: Our writer claims English is his second language -- his first "doesn't have a name" and is "hard to translate."