The only playable character is the grandfather. He can move freely around the level exploring all reachable points. In free exploration, all movement mechanics are available except jumping.
The attack and stealth commands as well can be used freely outside encounters with the Adopted. Most of the movement and action/attack mechanics are limited by the stamina bar and its consumption. To progress through certain points of the level, the player needs to solve world puzzles that allow passage clearance or finding a more suitable path.
Furthermore, there are enemy encounters that introduce stealth/combat phases, and sometimes their completion is necessary for progression.
Health Bar
If depleted, is one of the determining factors of the losing state. Health can be reduced by various agents, including enemies, world traps, incorrect world QTEs, etc. Health can be recovered through the healing bag, which is, in turn, increased by collecting suitable objects scattered around the world (medical herbs, food, canned foods, berries, fruit trees, etc.).
Stamina Bar
If depleted, the protagonist moves more slowly and cannot perform some strenuous actions such as running. The stamina bar is reduced for all more complex movement mechanics, except for walking.
Conscience Bar
The grandfather has a notebook with him where he notes some data detected at specific points (regarding climate change). In-game, this mechanic serves to increase the value of the “conscience bar” of the grandfather, which, having reached a certain value, confers bonuses, reducing the number of enemies or the difficulty in facing them.
The game world has mostly a realistic aspect. However, it can be defined as a dystopian world as, although set in the present, the game universe has some “post-apocalyptic” components.
Physics is similar to reality with variations due to the enemy entities and the protagonist's weapon.
The economy is the same as reality but is unused within the game because the protagonist will not have interactions with other citizens. The only form of economy and “currency” are the points conferred by the “conscience bar”.
The character can move freely within the 3D level. He can sprint, crouch, attack, and hide. However, mechanics regarding jumping, climbing, or other physically demanding movements (for the type of character) are limited in use or can only be performed on specific occasions. In the exploration of the level, the player can move freely in the unlocked areas within the closed world. There are one-way routes, from which it is not possible to return backwards. The speed and agility in movements are influenced by certain events such as: end of stamina, low health, coughing, too many carried items, power-ups, weapon power-ups, etc.
In addition to movement and combat mechanics, the player can interact with various objects and elements on the scene.
The main actions are divided into:
Pick up gameplay objects
Rerefers to objects that can be picked up from the scene and added to the player's “inventory”. Among the objects are included elements that increase the “healing bar”, stones to be thrown, and other elements useful for the main gameplay mechanics.
Pick up quest objects
Refers to objects required by a specific mission during gameplay. The objects are initially collected, added to the “inventory”, and shown as quest progress. These items are subsequently removed from the player's inventory at the time of their use (quest completion).
Interaction with lore documents
Lore documents have different shapes and modes of interaction but all of them can only be consulted at the moment they are found and cannot be collected by the player. By inspecting them, they can be viewed up close, and any content can be read.
Interaction with objects in the scene (doors, gates, other non-collectible elements)
Interaction with this type of objects is environmental and direct with them. The way to interact varies from element to element also based on the character's physical impediments.
QTE in world
During some phases of gameplay, the player is required to overcome quick time events to progress in the level, avoid taking damage, or activate other mechanics and interactions with other elements. The type, combination of keys, and duration of the quick time event can vary from object to object.
Movement interactions (climbing, overcoming obstacles, etc.)
This action is used to make the protagonist perform all the more “demanding” movements and maneuvers from a physical point of view. The protagonist's exertion is thus returned to the player in the form of a combination of keys to be pressed in sequence or in other similar ways.
Among the main solutions adopted for this type of interactions are:
Climbing an obstacle
Jumping over an obstacle
Walking along a narrow path
Balancing walk
Lifting an element (log, heavy stone)
Moving an element (log, heavy stone)
Pulling an element (branch, vine, root)
Knocking down an element with an ax or other tool (big branch or log)
One of the fundamental elements during gameplay and the story are carved snails and their use. Around the level, you can find stones on the ground engraved with a snail symbol. These snails are the clue to the nephew's passage after being kidnapped and indicate the path to follow for the grandfather.
The dialogue system within the gameplay proceeds automatically without needing any input from the player. However, there is the possibility to skip cutscenes or dialogues by pressing a button.
Interactable objects come in various types and have different functionalities.
They are divided into:
Lore items
All objects useful for learning parts of the story or information useful for the narrative, it is not possible to collect them.
Healing items
Of various types and kinds, they have different healing values and once collected they are added to the "healing bar". They can be freely used by the player after losing health points.
Stones
Can be accumulated up to a maximum limit, can be collected and thrown to distract enemies in stealth phases.
Adopted Posters
Collectible and different from each other, can be collected (one per type) by the player and consulted later through a specific screen.
Quest items
During the gameplay, it is required to collect specific items to be able to continue in the level. The items are of various types and functionalities, but their common purpose is to complete the quests.
The confrontation with enemies within the game is indirectly divided into two phases: stealth phase and combat phase.
During the stealth phase, it is important to manage the visibility of the character in the scene and the noise made by walking or running. In fact, enemies can hear or see the grandfather within a certain action radius.
Enemies perform a random patrol following specific strategic points of the level. During this phase, they could spot the player (if present in their field of vision) or hear him (if too close or if not crouched).
After they spot him, if the character remains within the field of vision for a certain amount of time, the enemy begins the chase to reach and attack him. Then, the enemy looks for the quickest way to reach the player and approaches him with a speed superior to that of the main character, thus preventing him from exiting their search field and escaping.
At this point, the player, to avoid taking damage, has only one chance. Stun the enemy initially and then attack him while stunned to defeat him.
The elements that helps a stealth approach are:
Backstab with stick
Surprising an enemy from behind, attacking them with the stick, without the need to use the flash and thus being discovered.
Stone throw
Collected around the game world can be used as bait to distract enemies and make them converge in one point.
Based on this, the phases of encounters with the Adopted can be resolved in three different ways:
Directly
Using the stick to stun them initially and then, subsequently, being able to attack them directly. This method ensures the maximum reward but is the most complex and resource-intensive to employ.
Indirectly
Using stealth mechanics, such as the use of baits that attract the enemy to the place where they are thrown and can be collected, it is possible to draw enemies to specific points on the map and surprise them from behind without being seen and without the need to stun them. Even in this case, the level of reward is high but the risk of being spotted and attacked is equally high.
Avoiding combat
It is always possible to avoid combat with the Adopted and proceed further without being spotted. This method does not lead to any reward but ensures that no resources are used, and no damage is taken.
Furthermore, there is a mechanic of disadvantages that causes the protagonist debuffs for every hit taken from enemies. The debuffs affect various aspects of movement and gameplay, disadvantaging the player.
The obtained debuffs are divided into levels. The higher the level, the greater the penalties received by the player.
The debuffs are permanent and cumulative for the entire duration of the player's life. The only case in which they can be reset is in case of death. However, checkpoints also keep track of the debuff level, so, after passing a checkpoint with active debuffs, they become definitive and irreversible for the duration of the game.
The debuffs are (in increasing order of severity):
Decreases the maximum throwing distance of the stone (-10%).
Coughing. At random intervals, the character interrupts any movement action to bend over to cough. Besides blocking certain animations, the cough is a sound audible at a distance by enemies and is capable of interrupting the stealth phase.
Decreases the maximum value of the stamina bar by -10%.
Decreases the maximum value of the health bar by -10%.
Permanently disables the UI of the stamina bar, making it impossible to see its amount.
Permanently disables the UI of the health bar, making it impossible to see its amount.
Further debuff can be added
The features of the granfather' stick are:
Flash
Used to stun the enemy. If activated, it produces a light that, if it hits one or more enemies in its action radius, stuns them for a short time. The flash is limited in the number of uses and after using it, it needs to be recharged before it can be reactivated.
Flash recharge:
The brightness of the stone at the top of the stick determines its charge. In the case of blinking light, the flash is recharging, while in the case of steady light, the flash is charged and ready for use.
The flash can recharge in various ways, with the presence of multiple elements capable of influencing and speeding up the recharge.
The elements are:
Recharge time
As time passes, the shot charges again. A significant amount of time is needed to fully recharge the shot without the influence of other factors.
Damage taken
Any damage taken from an enemy will drastically reduce the shot's recharge time.
Damage dealt
Dealing damage to an enemy allows to partially reduce the shot's recharge time.
Other elements
Such as power-ups or other special objects
Hit
Effective only on enemies just stunned, is necessary to knock them down, making them vanish instantly.
The only other way the hit can be effective in knocking down
enemies is if it is used stealthy backstabbing the enemies from
behind.
The hit can also be freely used around the world to make its way
and overcome certain obstacles.
Bright stone
When we are seen by the enemy, the stone at the top of the stick begins to light up more and more of a specific color until the enemy starts to chase the player. If, however, the player exits the enemy's field of vision, the stick will gradually return to being white.
The saving system is automatic when passing checkpoints. The save keeps track of all the player's statistics at the moment they reach the point. Each checkpoint saves only the first pass.
The only fixed and usable multiple times save point is found at home.
Every death, or event that requires a scene restart, restarts the player at the last save point, with the statistics saved at the last checkpoint.