Sleepytime Village Demo

To learn how to be an adult you have to act like a kid. Sleepytime Village is a creepy point and click adventure that tells the story of a neglectful, workaholic father who becomes trapped in a children’s storybook reality, using the classic point & click interface can you guide Rufus home?

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To learn how to be an adult you have to act like a kid.
Sleepytime Village is a creepy AF classic-style point & click adventure game inspired by games like Monkey Island and Broken Sword. You’ll take the role of a neglectful, workaholic father as he wakes in a mysterious children’s storybook village in search of a way out, whilst being haunted by its residents, its formless narrator and visions of his childhood.

What is the this place, what does it want from him, and how can he escape?
[/img] In that search, you’ll be following cryptic clues and solving perplexing puzzles across the village: from the colourful village square and its inhabitants living in their strange little houses, to an underground cave world and the grim broken toy cemetery – plus many, many more across more than 70 playable scenes, and dozens more strange creatures, toys and landscapes. The game covers relationships between generations, from grandparents, to parents and children and when those grown up children have kids of their own, it explores how the sensibilities through the generations distort and twist the perceptions of what is important. [img]https://cdn.akamai.steamstatic.com/steam/apps/2425990/extras/DollyHidden.png?t=1713528585[/img] There is one main player character with a large cast of 'real world' secondary characters that fill in the backstory and push and pull of the gameplay. Players will be faced with heavy choices with the freedom of taking the wrong path often. The send category of secondary characters are the 'Villagers', characters that seem to spring from kids' TV programmes and books. At first they seem simple and innocent, but they have their on singular purpose to 'help' Rufus learn the lessons he needs to change his outlook. [img]https://cdn.akamai.steamstatic.com/steam/apps/2425990/extras/WakeUpFrame.png?t=1713528585[/img] The leading secondary character is a seemingly omniscient narrator, who prods Rufus through the game, but as the game progresses, the player will begin to question if the narrator is all they seem to be. Rufus must explore the many locations in sleepytime village, finding objects that don't belong there which when collected transport him back to the 'real world' in the form of a flashback so he can get some insight into his past and recent present. The game will track the choices the player makes and provide multiple paths depending on if the lessons the village is trying to teach are being taken on board

In that search, you’ll be following cryptic clues and solving perplexing puzzles across the village: from the colourful village square and its inhabitants living in their strange little houses, to an underground cave world and the grim broken toy cemetery – plus many, many more across more than 70 playable scenes, and dozens more strange creatures, toys and landscapes.

The game covers relationships between generations, from grandparents, to parents and children and when those grown up children have kids of their own, it explores how the sensibilities through the generations distort and twist the perceptions of what is important.



There is one main player character with a large cast of 'real world' secondary characters that fill in the backstory and push and pull of the gameplay. Players will be faced with heavy choices with the freedom of taking the wrong path often. The send category of secondary characters are the 'Villagers', characters that seem to spring from kids' TV programmes and books. At first they seem simple and innocent, but they have their on singular purpose to 'help' Rufus learn the lessons he needs to change his outlook.



The leading secondary character is a seemingly omniscient narrator, who prods Rufus through the game, but as the game progresses, the player will begin to question if the narrator is all they seem to be.

Rufus must explore the many locations in sleepytime village, finding objects that don't belong there which when collected transport him back to the 'real world' in the form of a flashback so he can get some insight into his past and recent present.

The game will track the choices the player makes and provide multiple paths depending on if the lessons the village is trying to teach are being taken on board.

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