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Impermanence header art

Impermanence

A father. A condemned theatre. A son’s voice echoing from the beyond. Step into a narrative horror game about grief, obsession, and the act of holding on as a force older than grief pushes back.

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Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer.
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher.
Updated: Jul 14, 2026Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Impermanence and Duckosaurus Games and Bad Choices Loud Noises funded?FundingThe known source of funding behind the game.
Updated: Jul 14, 2026Creative controlWho appears to retain creative control of the game.
Updated: Jul 14, 2026Release statusWhether and how the game has been released.

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About the Game

The Orpheum theatre should have stayed abandoned.

Instead, you return night after night — carrying boxes of toys, photographs, trophies, drawings, fragments of a life — rebuilding your son’s room beneath the theatre’s dead stage lights.

You tell yourself it’s science. That you will fix it.

Through sound, you begin pulling something back from the static. Tiny motes appear in the air. Echoes answer your voice.

But something else is listening too.

Impermanence is a first-person narrative horror experience about grief, obsession, and the act of refusing to let go. Transform a decaying concert hall into a shrine to memory. Use the principles of acoustic levitation to stabilize fragile fragments of presence. Hold on as a force older than grief pushes back.

There are no weapons. No monsters waiting in the dark.

Only the slow realization that the world is trying to correct what you’ve done.

FEATURES

·         Use acoustic levitation principles to attract and lock spirit fragments in place

·         Build a shrine from a child's belongings — what you place, and where, determines what answers

·         Fight entropy through light, sound, and the obsession of a father trying to right the ultimate wrong

·         Psychological horror built on tension and emotional unease — no combat, no gore

·         Multiple endings determined by how far you're willing to go — and what you're willing to lose to get there