Video Game / Naissancee
Fleeing an unknown entity, you are running through falls trying to keep up with your breath. The entity catches and sends you down a hole to an empty room with only one door leading out. This is where Naissancee starts.

You're a female named Lucy, who seems to be trapped in a weird underground like city, with cubical creatures living here and there. There's no sign of humans, and your only goal is to continually explore this world as you try to make heads or tales on how to get out of this strange place.

The game relies on platforming, and breathing. Yes, you read that correctly, breathing. As you sprint, you need to control your breathing to continue sprinting. This encourages the player to keep a rhythm in an otherwise safe enviroment, to survive some later puzzles.

Released on Steam, the game was at first a small pet-project to use architecture that was alive, as its schtick. After a few years, it was re-created in UDK and is now available on Steam.

Tropes to explore in Naissancee:

  • Beautiful Void: A gorgeous Used Future with nary a person in sight.
  • Bizarrchitecture:
    • One doorway that leads to a short drop will teleport you onto the stairs beside it. Climbing those stairs to the top, where there is a solid wall, will put you back in the doorway to the right of the wall.
    • One apartment door in "Going Down" leads into a small corridor of doors. The door immediately on the right, on the far right wall of the room, takes the player down a hallway that connects to a door on the far left of the room. Another door on the left side ignores the rest of the building that the player is in, instead leading into an enormous, empty room. Running in any direction in the void will eventually return you to the doorway the player came form.
    • The entirety of "Deeper Into Madness".
  • Death Course: "Breath Compression" becomes this as you progress, right from electrified walls to fans that speed up to cut you in half.
  • Diegetic Interface: There's virtually no interface at all, which fits since you're an unequipped person roaming ancient ruins. However, the game's sprint-breathing mechanic flashes a circle when you need to trigger a breath, even this, though, can be turned off.
  • Drone of Dread: Played with. While some areas contain traditional brassy low register drones, there are a couple spots where a more ethereal, higher register synth drone — warm and bright, yet unnerving — that will fill this gap.
  • Easter Egg: The game has a few hidden throughout the landscapes, from a hidden strip club, to an orchestrion (a machine that performs its own full orchestration) that tells a love story, to a hallway that quits the game on you if you go too far down it (that is, past the few warnings that the hallway gives.)
  • Fade to Black: Each section of the game fades to black quickly before returning the player to gameplay, in the same spot the fadeout occured.
  • Failure Is the Only Option:
    • The only way out of the endless staircase is to stand still and wait for the deep "bonk" warning noise to speed up and open the door for you.
    • After all nine million falls that could have killed the player earlier, the way out of "Endless Dive" is to actually jump off the side of the map into the abyss. In case one doesn't believe this, a statue in the center of the map tells you to do this.
  • Fake Difficulty: The turbine sections present you with spinning fans, which, while they should only cut you if you walk into them, have a chance of randomly flinging you into the air, killing you.
  • Hint System: There is a shrine in "Endless Dive" that tells you how to complete the stage, as the way out goes against the logic that the game has shown the player thus far.
  • Interface Screw:
    • When you fail to breathe properly, and continue to do so, the screen will become hazier and hazier, simulating someone running out of breath.
    • An Easter Egg room slows the player's movements to a crawl and gives their jumps much less gravity.
    • In "Deeper Into Madness", you keep going through rooms that look the same, watching the gameplay speed up till you fall down one last hole and get to progress onwards.
  • It Only Works Once: "Breath Compression" has large sections where one must complete each platforming section right the first time; otherwise, the large turbine behind the player will turn on, suck them into it and kill them.
  • Malevolent Architecture: A lot of the cubicle environment changes to help you at times, but some of it will also try to kill you.
  • No Ending: The player awakens The Host, the glitch monster from the introduction. A vicious chase that destroys the landscape ensues, ending when the player passes through a white door. The text "The Beginning" — the English translation of "naissance" — appears and the credits roll.
  • No OSHA Compliance: There are stairwells over chasms with no rails and giant lit pits that lead only to death. There's no glass to be found in any windows. It can take over ten seconds to fall to one's death in some areas.
  • Obvious Beta: Fiddly response from the game and outright glitches sometimes make the game harder then it should be. The sparse checkpoints made it worse until the developer saw his game's steam forum beginning to expel jets of steam, making a prompt patch that fixed them.
    • The game's mechanics also require a constant 60FPS frame rate in order to jump as intended. This is a requirement to actually complete the final stage of the game, as acknowledged by the director.
  • Off the Rails: Averted. While some sections of the game seem to be large enough to allow multiple paths to the end destination, there is only one real path throughout the game, small shortcuts nonwithstanding.
  • Ontological Mystery: Lucy is lost, somewhere. Why they were being chased by a giant voxel monster is unknown from the start, as well.
  • Precursors: Who, exactly, made the structures you're crawling around, in and on? Surely not humanity as we know it.
  • Serial Escalation: "Breath Compression" introduces turbines that the player must run across. While the first few have blades just taller than the player, the area gradually expands until the turbines have larger diameters than football stadiums.
  • Shout-Out: Totoro appears on a couch in a dwelling.
  • Stable Time Loop: There's the possibility that After waking The Host at the end of the game and entering a white doorway, Lucy ends up in the hallway that she was seen running down in the game's intro cutscene.
  • Unnecessarily Large Interior: "Going Down" and "Endless Dive" contain two unfathomably large areas that just seem to keep expanding in every direction. "Interlude" peaks back into a similar structure to that featured in "Going Down", only this area has a staircase in pitch black darkness that takes roughly two real-time minutes to ascend into the next area.
  • Unwinnable by Design: "Light or Darkness" presents two rooms with distant lights flickering on and off while moving, requiring the player to navigate a barely lit room (the 'light' room actually plays like a negative image of the 'darkness' room, with pitch white surroundings and beams of darkness lighting the way.) If your eyes can take the strain, it's only a question of knowing which path to take and where you can safely fall.