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Press kit

Until I'm Out

Everything needed to write about the game. All art and footage may be used for coverage.

Fact sheet

Title
Until I'm Out
Developer
Until I'm Out
Genre
Isometric zombie survival roguelike
Setting
A Bangkok condominium tower; the demo covers 21F–23F
Demo
Free
Floors
21F–23F
A run
20–25 min
Plays on
PC, keyboard & mouse
Platforms
Desktop; a browser build for the public demo
Engine
Godot 4.7
Language
English
Contact
Boonpitak Pongtiya
iamrams@hotmail.com

Description

Until I'm Out is an isometric zombie survival roguelike set inside a Bangkok condo tower. Search your neighbours' units, carry what you can, craft from what you find, and fight or slip past the residents on your way down.

You wake up in unit 2101 as the building's PA announces an outbreak. The stairs below are blocked, so the only way out is up: through 22F, overrun and banging behind its doors, and across 23F, where the power is gone and something big paces by the west stairwell. Every apartment door might hide supplies, a stranger's life, or something that used to be your neighbour.

Features

  • Every door is a gamble. Listen, look for clues, then decide: open, pry or move on. Wardrobes and bathrooms can hide more than supplies.
  • Carry less, choose more. Four pockets, a backpack if you find one, and a weight limit. Tools wear out; proper weapons can be repaired.
  • Make do. Turn rags, planks, nails and tape into bandages, barricades and better weapons. It takes a few seconds, so pick a safe corner.
  • Noise is a choice. Sprinting, swinging and the revolver all carry. Walkers hear it, bash doors, and come for you.
  • Light in the dark. A flashlight with a battery, a lighter with fuel. The top floor has no power at all.
  • No two runs alike. Loot, loose finds and walkers roll anew every run. The floors you leave stay exactly as you left them.

Downloads

Screenshots (1920 × 1080)

Story art (1672 × 941)

Contact

Boonpitak Pongtiya

Press, partnerships, data requests, or just hello.

Credits

Art, design and code made for this project. Sound: Kenney.nl and OpenGameArt contributors (CC0), plus original synthesized cues.