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Video Game / Vanish

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This is the lightest the game will ever be.

Vanish is an indie horror game developed by 3DrunkMen on the Unity engine and hosted on IndieDB.

You are a... someone, who is set into a darkened sewer to do... something. I mean, there's a tunnel out there. It's the only way you can go. It's just scary, you know? The tunnels aren't very well lit, the pipes are rattling, and there's this suspicious clicking in the distance...

The fact that the player is told nothing about what is going on or what they are doing is an intentional design choice on the developer's part. The only way to proceed is to pick your favorite tunnel and start walking. The story, what little of it there is, is explored through markings and messages spread throughout the tunnels.

In its current version, the game ostensibly has an ending. However, it also has a reputation for destroying the players who play it with its choking atmosphere and eerie sound effects, as well as a few jump scares.


The game is downloadable here. You can also get in touch with the developers via the comments section. To date, only approximately thirty people have beaten it.


  • Absurdly Spacious Sewer: What sewer would consist entirely of ridiculously long corridors, with just two thin pipes running across the walls near the ceiling?
    • Possibly justified in that it's not a sewer, but rather an underground generator and water main.
  • Ankle Drag: The game over screen has the protagonist get dragged down a hallway while retaining their POV.
  • Anti-Frustration Features: The game will never spawn more than one moleman at a time in order to prevent getting stuck in one area or cause an unwinnable situation.
  • Apocalyptic Log: The notes. We don't actually know whether the writers are dead, but the outlook is grim.
  • Barbie Doll Anatomy: The molemen visibly lack any apparent genitals.
  • Beast in the Maze: The molemen are the beasts, and the sewer is the maze.
  • Big Bad: The molemen.
  • Advertisement:
  • Bizarre Alien Senses: The molemen are implied to use echolocation to track you down.
  • Body Horror: The molemen are hideously deformed and have birdlike faces to boot.
  • Bottomless Pits: One appears in the Water Pump Room. Fall into it and you die.
  • Claustrophobia: The game certainly evokes this, with its narrow corridors and few open air spaces.
  • Darkness = Death: This game is very dark, to the point where you can run face first into a moleman if you're not careful.
  • Dead-End Room: Played with. Often when a player stumbles into a dead end that wasn't there before, they can simply turn around and go back the way they came. However, if a moleman is after you, the trope is played horrifically, lethally straight.
  • Driven to Madness: The note authors. The protagonist doesn't do so well either. If the player doesn't find the keys and escape within a certain amount of time, the character will begin hearing whispers and demonic chanting, then faint and wake up in another area.
  • Excuse Plot: See Thrown Down a Well below.
  • Featureless Protagonist: Little is known about the main character, other than he is male and is wanted dead by someone or something.
  • First-Person Ghost: The only part of your character you can see is their hand when they hold up a glowstick.
  • From Bad to Worse: You're dumped into a maze with no idea where you are or how to get out. Then the molemen appear. And the maze starts to change as you play.
  • Gameplay and Story Segregation: The molemen are implied to be the ones making the small tunnels scattered around the sewer, and you can even witness a moleman enter one. You never encounter one in the tunnel with you.
  • The Ghost:
    • Hank and Phil, the authors of the various notes you find, are never seen.
    • The person(s) who threw you into the sewers to begin with.
  • Greater-Scope Villain: The person(s) who threw the protagonist into the sewers.
  • Harder Than Hard: Turning down the brightness as far as possible ramps up the game's already high difficulty.
  • Hell Is That Noise:
    • That strange clicking noise. The notes you find in the tunnels suggest that the creatures emitting them are blind, making the clicks echolocation. Meaning that they are how you are being hunted.
    • There's also the sound of the generator going out, leaving you in complete darkness. And let's not even get started on the whispers and background noise.
  • Hollywood Darkness: Played straight if you crank up the brightness, but nightmarishly averted if you turn it down.
  • Humanoid Abomination: The molemen.
  • Indie Game
  • Insane Troll Logic: Actual emphasis on "insane" in one of the notes.
    It hears me. I hear it. It knows me. I know it. It is me. I am it.
  • Interface Screw: Getting chased by a molemen cause the screen to shake, and getting scared at all causes your POV to shrink.
  • Jump Scare / Cat Scare: The various pipes and light bulbs strewn around the sewer will randomly burst and short out, respectively, but don't hurt your character.
  • Karma Houdini: The person(s) who throw you into the sewers aren't given any comeuppance for it.
  • Let's Play: A well-known one by Markiplier. Here's the playlist.
  • Locked Door: You have to find it and the keys to open it to escape.
  • Luck-Based Mission: The game is randomly generated and changes as you play it, and it is a real challenge for many a player.
  • The Maze: The premise of the game. The sewer is a maze. Find the end.
  • Mind Screw: The maze changes while you're inside it frequently. You can hear whispering and chanting if you stay alive long enough in-game, live longer and your character will faint and wake up in another area. None of this is even remotely explained in-game.
  • Mobile Maze: The passages of the maze change. Dead ends can appear behind you if you take a wrong turn... especially if you're being chased by a moleman.
  • Mole Men: The antagonists. The trope is also their unofficial nickname after Markiplier called them this.
  • Neck Snap: What happens when a moleman catches you.
  • Nintendo Hard: The Alpha version of the game was notoriously difficult. The full game is somewhat more forgiving with the difficulty.
  • No Name Given: Played Straight with the protagonist and the person(s) who forced him into the sewers. Averted with Phil and Hank, the maintenance workers who leave notes behind for you to find.
  • No Plot? No Problem!: The plot is very minimalist if you couldn't tell. The Alpha version was true to the trope and had no backstory or explanation of the plot.
  • Nothing Is Scarier: You won't always see a moleman, but you'll definitely hear them.
  • Offscreen Teleportation: The molemen tend to disappear when out of sight.
  • One-Hit-Point Wonder: If the molemen catch up to you... oh snap.
  • Random Event: Rarely, you can see a moleman from behind metal bars. When this happens, he'll stand up, reach through the bars to try and grab you, then run off.
  • Randomly Generated Levels: There's only one "level", but it is randomly generated each time you play and even while you're playing it.
  • Red Herring: Any and all directions you see written on notes or on the walls are this. Following their directions is inconsequential to beating the game.
  • Sanity Slippage: The note writers start to suffer from this, and it shows in their writing. The Player Character doesn't fare much better.
  • Scrapbook Story: The notes on the walls tell the story of what happened to the last two people that went into the sewers.
  • Scripted Event: After you get the glowsticks for the first time, the generator breaks down, sending you into total darkness.
  • Shout-Out: The premise of getting forced down into a mysterious underground maze-like structure can remind some of the game SCP-087-B.
    • The creators name drop Slender on their FAQ, stating that one doesn't have to collect all the notes to complete the game.
  • Silent Protagonist: The character makes a few frightened gasps every now and then, but that's it.
  • Super-Persistent Predator: The molemen, especially in the alpha version of the game, are hard to shake off your trail even if you're running away from them, as demonstrated in this video of Markiplier's Let's Play (skip to 7:50).
  • Ten-Second Flashlight: Or rather, Ten Second Glow Sticks.
  • Thrown Down a Well: More like a sewer. The release candidate has an introduction where you are brought to the entrance to the sewer with a bag on your head. The bag is removed to show a heavy iron door. The door is opened and you are unceremoniously thrown in.
    • Markiplier had this to say once he saw this in his final playthrough....
    Markiplier: OOOooohhhh!!! WoAAAHHH!!! I'm here against my will! I can relate SO MUCH to that! I would rather be ANYWHERE than playing this game!
  • Trial-and-Error Gameplay: Except it's random, meaning that you essentially have to get lucky each time you play.
  • The Un-Reveal / Left Hanging: Who are the person(s) that threw the main character into the sewers? Why did they force him into the sewers to begin with? Who is the main character? Where did the molemen come from? Why does the maze change as you travel through it? None of these questions are answered in the game.
  • Unwitting Instigator of Doom: The reason Hank and Phil got trapped in the sewers, to begin with, is that the former dropped his keys to the access gate.


Example of: