Who am I: Remedy

Who am I: Remedy

About the Game

WAKE UP.

Opening your eyes, you realize that the place you find yourself in is unlike any other. You instinctively move toward the light in a desperate hope to escape.

RECORDING STARTED.

You wake up in an empty house. No name, no past. There is only an old camera, a typewriter—and a lingering feeling that this place already knows where you will go next.

THE HOUSE LEADS.

You cannot trust the routes here. Corridors shift, doors decide for themselves when to open, and the house seems to adapt to your every step.

COLLECT ARTIFACTS - COLLECT THE STORY.

To understand what happened, you will have to search for the items left behind in the house. Each discovery brings you closer to the truth, revealing new details of the investigation and gradually giving meaning to the unfolding nightmare.

CONDUCT THE INVESTIGATION.

Immerse yourself in the process physically: type and read reports on a typewriter, piecing all the details together.

SOLVE PUZZLES.

You will encounter various riddles on your path, but will you be able to find the right solution for them?

AND REMEMBER, YOU ARE NOT ALONE...

KEY FEATURES:

  • First-person psychological horror — the house changes, the loop repeats, and the Shadow is always close by.

  • Immersive VHS presentation — an old camera, noise, jitter, focus glitches, and found-footage effects.

  • Interactive storytelling — manually type text on an old typewriter and answer telephone calls.

  • Unique puzzles — explore the house, solve riddles, and search for artifacts tied to its past.

  • The environment constantly changes and guides you.

  • Atmospheric original soundtrack.

A Note from the Developer:

When creating WhoAmI: Remedy, I wanted to make a horror game that scares not only with what happens on the screen, but with the very feeling of being present inside this place. A game that will play with the player: pressuring, confusing, and gradually revealing its truth.

That is why special attention is paid to the sound, camera work, pacing of scenes, pauses, and small details. I also created an original soundtrack to accurately convey the atmosphere of every single moment.

I want to put a piece of my soul into this game. It will ask you questions and give you answers—you just need to see them, hear them, and understand.

Initial Release