← The novel
A top-down view of the game: a dark grid of corridors, the player and a guard, the green exit, crossed by pale cones of light.
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The book stopped at the door. Tonight she goes through it.

They struck her from every register that ever held her name. For eleven weeks she was no one. Now it is dark, and the building she once kept is between her and the only proof she was ever real — three things with her name still on them, and a long corridor of light to cross to reach the first.

↓ the night is logged as routine
§0 · Handoff

The book hands her to the dark — and stops at the fence, with her hand on the wire.

The novel walks Margaret Vane to the fence and stops there, with the lights of the building she used to run laid out below her like a circuit she drew. It does not follow her in. That is the night you play — the long crossing the book refuses to narrate, corridor by corridor, cone by cone, breath by held breath.

§1 · The one rule

Stay in the dark and you are a rumour.

There is no fighting here — only what the light touches and what it doesn't. The guards see in hard wedges of it that swing and settle and sweep the floor ahead of them; step out of their reach into a patch of true shadow and their gaze passes straight through you, even with nothing between you but open air. The whole night is that single arithmetic — where the light is, where it isn't, and how long you can stand to wait in the dark for the wedge to move on.

What is seen is recorded. What is not seen did not happen.

A guard's pale cone of light sweeps a corridor; the player waits one tile outside it, in shadow.
Vision cone · stay outside the light, or stand on shadow
§2 · Threat state of the floor

Three states of the floor — and you live below the first.

The HUD reads CALM; a guard's cone is pale and steady on its patrol route.
Calm
Finding · nothing to report

The patrol keeps its pattern; the corridor breathes in time. You are a rumour the building tells itself and doesn't believe.

A guard shows a question mark and turns toward a noise; the HUD ticks toward suspicion.
Suspicious
Finding · anomaly — investigating

A cone clipped you. A head turns. You have the length of one held breath to stop being there.

The HUD reads ALERT in red; a guard shows a red exclamation mark and a red vision cone falls on the player.
Hunting
Finding · subject confirmed

Seen in full light, and the floor goes loud. Now the building is awake — and it knows the dark as well as you do.

Sound only ever sends a man to look; only being seen moves them up the ladder. Run and you're fast — and you leave a noise they'll come for. Sneak and you leave nothing at all.

§3 · The operation, in three parts

Twenty nights. One way back in.

Three acts, end to end — who she was, what they did to the record, and the night she came to take it back.

I
Coverage
Who she was

The desk where she decided what the country was allowed to see. Here she learns the building the way she once mapped it: every gap in the watch, drawn in her own hand.

An early level: open corridors, a single guard, the desk floor she once kept.
A tighter level with cover and more watchers as the record closes around her.
II
Struck
The report, and the quiet erasure

She did the correct thing. She wrote it down. Watch a name come off the register one stamp at a time, until the last room that holds her is empty.

III
The Way Back In
The night, the file, the fence

No more memory, no more record. Just the dark, the lights she aimed herself, and the one file she was never meant to read — on the far side of a man who still watches his door.

A late level deep in the building: long sightlines, sweeping cones, the way back in.
20 hand-built levels · 3 acts · deterministic replays · zero install · keyboard + gamepad
§4 · What must be recovered
A wide hall watched by a single large figure at his post — the Director, who never left his door.
The last rooms of the night · the Director still keeps his door

Three things with her name still on them.

Somewhere in those rooms are three small, personal things — a set of prints, a photograph, a single leaf torn from a ledger — and each one she recovers puts a piece of her deletion back. The far door will not open until she has all three. And at the end of the last night stands the Director, who never left his post, who still watches his own door in the dark — the one man in the building who would know her if he turned around. The game never shows you whether he does.

A guard and the detail of a vision cone, deep in the dark of the records floor.
§5 · The call

It's dark. She's at the fence. The rest is up to you.

A free, top-down stealth game in the same cold world as the novel — no combat, no install, no account. Just one woman, a building that forgot her on purpose, and a long walk through the light to take back the proof that she was real.

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Filed Under No One — the novel

The night you just walked is the climax of a book — her whole story, from the desk to the fence. Read it free online, in full; paperback and e-book coming MMXXVI.

Read the whole book, free →