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Flesh, Blood, & Concrete is a narrative exploration game in which the player controls Lera, a traveler who enters an apartment building after her journey is interrupted by a snowstorm. The game is built around movement and observation, with no combat, puzzles, or performance goals. From the beginning, the player is encouraged to move forward at their own pace, taking in the environment and responding to small narrative cues. Progress is defined by spatial advancement rather than task completion.
The apartment complex is the only location in the game, and its structure guides the entire experience. Hallways, staircases, and rooms connect in a way that initially feels ordinary but gradually becomes less predictable. There are no maps, markers, or explicit directions, so navigation depends on player attention and curiosity. As new areas become accessible, the building itself begins to feel like an active element rather than a static backdrop. Movement through space is the primary method of uncovering new story information.
Interaction in Flesh, Blood, & Concrete is limited by design. The player can move, examine objects, and trigger dialogue at specific points. Items do not function as tools and are never required to solve obstacles. Instead, interactions exist to provide context and narrative fragments that support understanding of the setting and characters.
The core interaction elements include:
These elements remain consistent from start to finish, reinforcing a stable interaction model.
The story is not presented in a traditional linear format. Instead, it emerges through environmental details, written descriptions, and limited conversations. Lera encounters another character inside the building, and their exchanges provide partial insight into her situation. Much of the narrative remains implied, requiring the player to interpret meaning from space, repetition, and visual changes rather than direct explanation.
Pacing in Flesh, Blood, & Concrete is controlled entirely by the player. There are no timed events, chase sequences, or fail states. The player can stop, revisit areas, or move forward without consequence. This structure removes pressure and places emphasis on observation and interpretation. Progress feels steady because each new area logically follows exploration rather than instruction.
The game is intended to be completed in a single session, with a clear beginning and end defined by spatial movement. Flesh, Blood, & Concrete focuses on how minimal mechanics can support a cohesive narrative experience. By reducing interaction to its simplest form, the game allows environment and structure to carry meaning without relying on traditional gameplay systems.
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