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NOT YET is a first-person psychological horror experience where silence grows heavier the deeper you go, and hesitation becomes its own consequence.
You arrive at a quiet hotel believing there is something left unfinished. You’re not sure what, only that leaving feels wrong.
At first, everything feels ordinary. Clean hallways. Polite faces.
But as you descend floor by floor, the space begins to shift, subtly at first, and so does your sense of why you’re here.
NPCs never move. They never intervene. They never explain.
They simply exist, like reminders you didn’t ask for, and can’t escape.
Your character never speaks. The game never tells you why.
Each of the four floors represents a deeper descent, not toward answers, but away from certainty.
The lower you go, the emptier the world feels.
What you’re searching for seems closer, yet harder to define.
At the bottom, something finally feels different.
You’re not sure what changed.
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