In association with Black Public Media,
Supported by NEW INC, and Onassis ONX Studio.
Winner of the PBPM Pitch Black ‘Immersive Award‘
Currently in Pre-Prduction
By Jeremy Kamal
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Run is currently in its pre-production phase
I am also rasing funds to develop the project
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DONATION LINK
Run is a one-hour third-person mythic sci-fi traversal game about movement and disorientation. Played from a foot-level perspective that expands only while moving, players guide a risk-averse sound artist through a smoke-filled grassland where clarity comes not before the step, but through it.
The game follows Runofer—known as Run—a renowned sound artist from a water-based landscape called the Floods. When a wildfire sends his autonomous car, Gina, fleeing into a smoke-filled grassland, Run sets off on foot to find “her”, wearing only a mysterious pair of shoes that emit light and sound with every step. To navigate the dense smoke, Run must interpret the meaning of the cryptic signals forcing him to surrender control and trust the one system he has always avoided: himself.
The game follows Runofer—known as Run—a renowned sound artist from a water-based landscape called the Floods. When a wildfire sends his autonomous car, Gina, fleeing into a smoke-filled grassland, Run sets off on foot to find “her”, wearing only a mysterious pair of shoes that emit light and sound with every step. To navigate the dense smoke, Run must interpret the meaning of the cryptic signals forcing him to surrender control and trust the one system he has always avoided: himself.
Using a traditional gamepad, players guide Run in search of Gina through a core gameplay loop of moving through smoke, interpreting cryptic light and sound signals, and discovering refugia—places to rest, explore, and uncover clues about Gina’s path.
The game’s primary mechanic—running—combines a dynamic camera with a sound- and light-based navigation system.
Played from an unconventional foot-level perspective, the camera focuses on Run’s shoes, widening only when the player moves. Sustained motion expands and stabilizes the view, while hesitation collapses it back to ground level.
With each step, Run’s shoes emit directional light and sound signals that grow clearer and more harmonic through continuous movement. With no clear map or explanation, players must interpret these signals and commit to the paths they choose.
Played from an unconventional foot-level perspective, the camera focuses on Run’s shoes, widening only when the player moves. Sustained motion expands and stabilizes the view, while hesitation collapses it back to ground level.
With each step, Run’s shoes emit directional light and sound signals that grow clearer and more harmonic through continuous movement. With no clear map or explanation, players must interpret these signals and commit to the paths they choose.