Everything Is OK

A slow survival game about obsession, collapse, and the illusion of control

Why Everything Is OK?
Because it’s not.
But we say it anyway — out of habit, fear, or hope.
It’s the phrase you whisper when nothing else works.
Denial, prayer, hypnosis — compressed into three fragile words.

And maybe it’s something else too:
The first magic spell.
The first loop.
A phrase meant to calm something down — in the mind, or in the world — even though it never quite works.

That’s how OCD begins.
A ritual you hope will keep the fear away.
You repeat it.
You adjust it.
You try to get it right.

Maybe OCD isn’t a disorder anymore.
Maybe it’s the structure we’ve all slipped into —
looping, checking, escalating,
trying to fix what was never really in our hands.

This isn’t a game where you save the world.
It’s a game where you try to help someone stand up — and accidentally hurt them instead.
Where every ritual feels like progress — until it isn’t.
Where the island rearranges itself when you’re not looking.
Where your voice returns hours later, from inside the wind.

You walk. You sleep. You feed a dog.
You chant into a microphone, hoping something hears you.
You lash out — and the green figures don’t forget.
You try again. And again. And again.

The game has violence.
But not the kind you celebrate.
It creeps in like a mistake.
A gesture repeated. A punch you didn’t mean.
A figure that hits back — not out of rage, but memory.

We’ve been trained to want bosses.
To seek out enemies.
To believe that hurting something restores order.

That’s what myth became: spectacle.
But real myths — the old ones — weren’t about triumph.
They were about transformation.

So maybe the most mythic thing we can do now is stop.
Not because we’re lost.
But because we finally remembered how to kneel.

What it is

A real-time, open-world game built around slow rituals and emotional consequences.
The player doesn’t win. They endure.
They walk, sleep, feed stray dogs, and become trapped in symbolic loops.
They speak into the microphone — not to control, but to participate in rituals.
Voice input becomes sacred: whispering, chanting, or even silence may alter the world.
The game responds not with upgrades — but with subtle, mythic shifts in the environment.

It’s designed to simulate OCD logic without turning it into horror —
and to mirror climate dread without preaching.
A poetic survival manual for invisible collapse.

The Shifting Island

Why an island? Why shifting?

The Shifting Island isn’t just a backdrop — it’s the core game mechanic and metaphor.

Open world games often promise freedom but come with massive production costs, filler zones, and repetition. We flipped the logic:
this world doesn’t get bigger — it gets stranger.

The island is finite in scale (about 50km across), but not in experience. Its terrain shifts unpredictably over time: a mountain might sink, a path might vanish, a tree may no longer exist — or be doubled.
It’s not procedural. It’s deliberate fragmentation.

At first, it seems like a memory glitch.
Later, it feels like your own mind.

Instead of unlocking new zones, you revisit old places that aren’t what they were.
The map doesn’t grow — it rearranges, echoing the feeling of walking familiar ground during grief, obsession, or dream states.

Some players will make their own maps.
Some will try to track patterns.
Some will surrender to it.

This is an island trying to remember itself.
Just like we are.

Why it exists

We’re surrounded by noise, speed, and trash — literal and visual.
Doomscrolling has become a ritual.
Our heroes always shout or fight.
Everything Is OK offers another rhythm.

Not passivity — but reverence.
Not control — but release.
It’s not about mental illness. It’s about the system we’re all caught in.

The revolution here is not new. It’s very, very old.
To stop.
To notice.
To let Earth rotate as it wishes.

What I’m looking for

I’m not hiring.
I’m not funded (yet).

But I’m looking for people, studios, or spaces who feel the pull of something different.
Maybe you want to build a small poetic prototype.
Maybe you want to consult, co-develop, or help bring this into a playable world.

Or maybe you want to take it further than I can.
I’m open. The idea is alive. Let’s see where it wants to go.

The Sound That Bleeds Through

There is no soundtrack — only what the world takes from you. Your microphone is always on. Not to control the game, but to be part of it. You’ve heard this going in — a strange feature, a rumor: the island listens. So you speak. You hum. You test it.

At first, it feels playful. Then ritualistic. Then… harder to stop.

You begin to track where sound works — which cliffs echo, which fields answer. But the island shifts. What once responded now stays silent. Or worse: it answers later, at the wrong time, with your own voice — glitched, delayed, distorted into the wind. You try to map the logic. You fail.

This is the triple loop:
Your voice.
Your memory of speaking.
And the island’s refusal to obey either.

From outside, it looks strange — a player mumbling into a screen.
But inside, it feels sacred.
The boundary softens. The game bleeds outward.

And since no one speaks quite like you, no one else’s soundtrack will be the same.

Below you will find couple of sketches and vision of gameplay.

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Reincarnate Your Loved Ones

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Evacuation of the Gods