if you were not aware,
a game about a ship that set sail with 60 crew+passengers, disappeared, and then was rediscovered years later with no one on board. you are an insurance inspector (lol) and, armed with a passenger manifest, a group drawing of everyone, and a magic pocketwatch that lets you witness the moment of someone's death (as long as you can find the body), you have to determine what happened to each of the 60 people.
the hard part of this is matching names to faces. the manifest is just a list.
and you only get to see past moments where someone died. you can sometimes hear a few lines of dialogue just before it happens, but the entire game is about walking around frozen, static scenes and inferring what you can from single moments. you don't even get to know who's saying which lines of dialogue (except that the victim's lines are always marked). if something really super important to the plot happened and no one died at that exact moment, well, too bad.
also the whole game is in black and white. i don't mean grayscale, i mean literally two colors and a very cool dithering shader. it doesn't affect the gameplay a ton but it probably makes some of the deaths more palatable since you will be witnessing a lot of them
it's pretty cool so far and i'm just now getting to the part where you have to start putting together several clues of varying obscurity
definitely worth the read: https://forums.tigsource.com/index.php?topic=40832.msg1363742&repost=1#msg1363742
also his newer blog is great: https://dukope.com/devlogs/
god yes. i saw this post on twitter somewhere, ages ago, i think before the game was even out. it's delightful and it's so good in-game. you don't even notice, which is exactly the idea. i love this kind of attention to detail it is extremely my jam
the note at the end about putting 100 hours into making the dithering look the way players assume dithering naturally looks is Peak Gamedev