Cease To Breathe
About the Game
About This Game
If you grew up squinting at CRTs and worshipping box art, you know the era: Amiga / early DOS—when games like Uninvited, Shadowgate, Deja Vu (and cousins like Willy Beamish, Police Quest, Ultima VII) convinced us that pixels could hold secrets, jokes, and doom in equal measure.
Cease To Breathe is my love letter to that era: a compact, non-linear adventure set in a demonic nowhere-house that absolutely does not meet building codes. It’s hand-drawn pixel art, dry humor, and puzzles that respect your brain more than your patience. Try a thing. Try a different thing. Then try the clearly ridiculous thing—because it might work.
This isn’t a 40-hour epic. It’s a tight evening-length adventure you can finish, then replay for different endings and “I wonder if…” experiments. At $4.99, it’s the price of bad coffee—but far more likely to whisper back when you click the wrong skull.
What You’ll Do
Poke everything. Hundreds of interactive objects to examine, use, combine, and yeet at other objects. Curiosity is rewarded; reckless curiosity is… informative.
Solve fair puzzles. Clues live in the world and in your notes, not behind moon-logic. If you can justify it, there’s a good chance the game does too.
Wander non-linearly. No quest arrows, no hand-holding. Explore rooms in the order your instincts (or mistakes) demand.
Why It’s $4.99 (and not $49.99)
Short & punchy. Designed for a 1–3 hour first run depending on how nosy you are and how often you cackle at your own bad ideas.
Replay value > raw hours. Alternate solutions, optional ways to cause your own demise, and slightly different endings make the second run faster—and weirder.
All signal, no filler. Every room has a purpose. Every item has at least two bad ideas attached.
Feature Highlights
Hand-drawn pixel art with that warm “somebody actually drew this” vibe.
Hundreds of object interactions; many combos do something… occasionally something you regret.
Dry humor baked into descriptions, failures, and the odd congratulatory insult.
Play your pace. Roam, experiment, backtrack, and open the thing the game told you not to open.
Honest Heads-Up
Length: Evening-sized. If you’re hunting 20+ hours, this isn’t that.
Difficulty: Clue-driven, fair, occasionally mean in a “you had it coming” way.
No grind, no filler, no microtransactions. Just you, a house, and consequences.
For the Nostalgic
If “try everything on everything” was your childhood mantra, you’ll feel at home. If you’ve never played those classics, congratulations: you get the good parts without the disk swapping.
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