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BECOME LIFE

A single-player narrative survival experience set in the abandoned landscapes of Gargano, Italy. Explore, endure, and uncover what happened after the disappearance where every choice leaves a mark.

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Media

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About the Game

A SINGLE PLAYER NARRATIVE SURVIVAL EXPERIENCE

The world didn’t end.

It disappeared.

I remember the constant sound of machines.

Cold lights above my head.

A voice calling my name, trying to keep me awake.

It was 2025.

The last thing I remember is the world as it was back then.

Then, silence.

When I open my eyes again, something is wrong.

No one.

No movement.

No continuity.

The hospital is empty rooms abandoned, as if time itself had stopped.

Outside, the world I knew no longer exists.

Years have passed.

Ten, maybe more.

But no calendar truly confirms it.

The Gargano has changed.

Real places once familiar, now feel suspended, trapped in an endless wait:

Monte Sant’Angelo. Foresta Umbra.

San Severo, Apricena, Foggia.

Peschici, Vico del Gargano…

Places I recognize.

Places that no longer recognize me.

And above all, I search for those who should never have disappeared..

Key Features

  • Explore a grounded, atmospheric world inspired by real locations from the Gargano region in Italy.

  • Survive by managing basic needs such as hunger, thirst, and exposure.

  • Dynamic weather and changing environmental conditions that affect movement, risk, and decision-making.

  • A persistent world: forced doors remain forced, collected items do not respawn, and your actions leave lasting marks.

  • Stealth-driven tension where sound matters—footsteps and noise can attract danger.

  • Scavenge, craft, and adapt using limited resources as you push deeper into the unknown.

  • Engage in close-range encounters using your fists or a variety of weapons discovered throughout the world.

  • Approach situations through stealth, observation, or direct confrontation, depending on your choices and available resources.

  • Experience slower, investigative moments alongside more intense and dangerous sequences.

  • Cinematic encounters that may include contextual actions and timed sequences during key moments.

  • Discover and use vehicles to traverse the world.

  • Interact with wildlife and hostile creatures that inhabit the environment.

  • Customize and equip clothing to adapt to environmental conditions and survival needs.

  • A single-player narrative campaign featuring cinematic sequences, a story with a clear beginning and end, and optional side activities.

  • Inventory and equipment management designed to support long-term survival and adaptation.

  • Some obstacles can be overcome through force, tools, or alternative routes.

A WORD FROM THE CREATOR

BECOME LIFE is an independent project developed with a long-term vision.

I’ve been developing it solo since May 2023, without a budget, while balancing work and everyday life and becoming a father along the way.

I’ve always wanted to create videogames.

Not to prove something, but to tell a story.

This is one of many stories I’ve written, but it’s the one I could no longer keep on paper.

It needed to become a place something to walk through, something to live.

I don’t promise perfection.

I promise dedication, listening, and constant improvement throughout development.

Thank you for being here.

*This is a work of fiction.

While inspired by real places, all characters, events, and narrative elements are entirely fictional.

Any resemblance to actual persons, living or dead, is purely coincidental.