A narrative 2D adventure

Thirty Paces

One button. Not a single word on screen. Thirty paces that never shorten, however far you walk towards them.

In development · coming 2026

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In this world people have no faces. They have light — and by it you can see how much warmth is in someone, and who they are willing to give it to.

01

The premise

Warmth can be given. It cannot be taken — only accepted from someone who is giving it. So there is only one thing worth looking for here: a light that comes back.

We follow someone across five years and six places, each of which closes off one guess about where that light might be. He carries an object in his pocket that keeps him warm for exactly five seconds — and each time, for less.

Above all of it stands a mountain. The fog never reaches it, and you can see it from the first minute.

02

The loop

A press gives you warmth and takes back twice as much. The trap is never blocked and never punished: you can press as long as you like. There is exactly one way out — stop pressing, and hold the same button instead.

Round 0

The fog stands twelve metres away. It’s cold.

press get warmth pay back double press again, knowing this

Thirty paces. A step forward — and thirty again.

03

What it is

One buttonMovement and a single key that changes meaning five times
No words at allNo interface, no subtitles, no captions. There is speech; the words are never clear
2.5–3.5 hoursOne playthrough, one ending, no branches
Six placesAnd five roads between them where nothing happens
Hand-painted 2DA natural palette, physically motivated light, no neon
No puzzlesDifficulty is physical only: weight, tension, length, timing
04

How we are building it

Warmth instead of UI

The only quantity in the game, and it has no bar. You read it in the palette, the draw distance, the length of a stride, the breathing.

No hand-holding

On-screen prompts appear exactly once in the whole game — in the one place where the action is correct and completely empty.

One road

A linear side-scroller in the spirit of FAR: Lone Sails. No hub, no menus, no side content.

No localisation needed

There isn’t a single word on screen, so the game is the same in every language.

05

Devlog

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Follow the development

We put up frames, sound and pieces of the road as they get made.