System design · Narrative · Production
RAIN HEART
A living city. A vulnerable protagonist.
A systemic design framework for grounded psychological horror, environmental storytelling and a reactive pixel-art world.

- Client
- Flat Reality Studio
- Engagement
- Internal studio production
- Team
- 4 specialists
- Engine
- Unity 6
- Work period
- Development started December 2025
- Project status
- In development · planned for 2027
- Platform
- Steam
- Genre
- Psychological horror / Narrative experience
The project.
RAIN HEART centers on a queer protagonist navigating an emotionally oppressive and hostile environment. Its atmosphere grows from believable interactions, social tension and player vulnerability within a stylized pixel-art world. This case study focuses on the design and production framework behind the game.
The challenge
The team needed emotional realism within a limited visual language: a believable world without expensive cinematic systems, consequential interactions without sacrificing player agency, and consistent behavior across systems built by a small team.
Designed around
the challenge.
Live City System
A simulation-oriented framework makes environmental interactions follow recognizable rules. Traffic responds to the player, everyday interactions behave consistently and hazards have immediate consequences.
- Responsive traffic and crosswalk behavior
- Consistent environmental logic
- Consequences that reinforce vulnerability
Narrative through consequence
Harsh events and uncomfortable situations support the emotional direction. Consequence is treated as a storytelling tool, with failure states integrated into the tone of the experience.
- Environmental storytelling
- Mechanics aligned with narrative intent
- Player vulnerability as a continuous design principle
Unobtrusive interaction
Contextual interactions replace persistent interface elements where possible. The aim is to keep attention on the environment and reduce unnecessary cognitive load.
- Minimal persistent UI
- Context-sensitive interactions
- Visual and interaction coherence
What we delivered.
Flat Reality’s scope within this project.
- Live City design framework
- System-level game design
- Narrative and thematic direction
- Environmental interaction prototypes
- Cross-disciplinary production coordination
- Iterative testing and quality control
From brief
to delivery.
- 01Narrative concept and thematic alignment
- 02Live City system design
- 03Environmental interaction prototypes
- 04Internal validation
- 05Iterative refinement
- 06Content production and expansion
Quality throughout
Quality control evaluates systemic consistency, the relationship between mechanics and narrative, the emotional impact of interactions and visual coherence.
The outcome.
The source case study records validated core-system prototypes, an established foundational loop, a defined visual and narrative direction, and a launched Steam presence. Development continues; the official Steam listing currently targets 2027.
See the project.
Official project media. Screenshots and trailers show the complete game; the work described above defines our contribution.







