https://docs.google.com/document/d/1ZlaUBcII54t8mx0XHTMUjeLluTS8VTsrxKtO8_BOZfs/edit?usp=sharing




https://open.spotify.com/playlist/5v6oopQRp4EC2F9Eu66p5C?si=608b3fd76f5c47b2
Midnight Bus Route
The player could play as a driver on a nighttime bus route, but the route does not appear on any real map. The player makes stops at normal places like gas stations, motels, diners, clinics, or bus depots, but every location feels off in some way. While driving, the player picks up passengers and talks to them. Each passenger remembers the town’s history differently, so the player slowly gathers information and realizes that something tragic happened in this area. However, there are still many contradictions between what different passengers say.
Town of No Recovery
Another idea is that the player returns to their hometown, which has been affected by a strange illness that causes people to forget parts of the past. The illness is not random. Many townspeople cannot remember specific events they were involved in, people they hurt, or important details about the town’s history. The player can only visit a few locations, so they have to decide what is worth investigating. This direction may create more sadness and anxiety than the bus route idea, because the player slowly realizes that they cannot fully repair or restore the community.
Final Service Station
This concept follows a character working at a service station near a major highway. Many missing people were last seen around this station, so the player works there while also investigating what happened. At first, the player does normal service station tasks, but ordinary objects like receipts, radios, vending machines, and customer items slowly become clues about the people who passed through before. I think this concept may be easier to develop than the others because the whole story happens in one physical location. The service station can also slowly change over time, making the player feel more fear and discomfort as the game progresses.

