Concept artA room being assembled from the manual. Not a gameplay screenshot; the words in this image will not appear in the game.
About the game
You fall asleep in a vast flat-pack showroom and wake after closing, when the floor arrows loop forever. Your only guide is a wordless assembly manual whose pictograms describe rooms, exits and people. Assemble, disassemble and cleverly misread its diagrams to find a way out, and to find out what happened to the night staff who never clocked out. Wordless Manual is in development for iPhone and Android phones. In version 0.2.0 the whole campaign plays from start to finish, with the rooms in a simple placeholder style and placeholder story pictures; the final pixel art, characters and the animated opening are being made now. The screenshots are real captures from version 0.2.0; the concept art shows the intended final look.
Features
Forty room kits in four showroom departments: Kitchens, Bedrooms, Lighting and the Warehouse.
Read the wordless manual page, then edit the room: rotate, attach, remove and swap pieces, or wait, and walk the visitor through the door.
No fail state: undo, restart the kit and step-by-step hints are always free.
Story pages, secrets and rescues that slowly tell what happened to the night staff, told in pictures without words.
Strict black-and-white pixel art, landscape on phones, playable by touch, gamepad or keyboard.
Concept art
Concept art explores the intended look; it is separate from captured gameplay.
Concept artA room being assembled from the manual. Not a gameplay screenshot; the words in this image will not appear in the game.Concept artFour showroom departments. Not a gameplay screenshot.Concept artManual pictograms. Not a gameplay screenshot.Concept artThe visitor. Not a gameplay screenshot.
Gameplay screenshots
Screenshots are captured from the current version of the game.
Gameplay screenshotActual device capture, version 0.2.0, iPhone. The title screen: the showroom after closing, and the manual that is your only guide.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. The first manual page: look, then find the door. A placeholder card; final story art is in progress.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. The first kit: the room, the tray of pieces and the manual page that says what to do. Rooms are shown in placeholder style.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. A kit is done: carry on, or go back to the kit cabinet.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. The pause menu. System screens carry short labels; the kits themselves have no words.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. A Bedrooms kit halfway through: pieces moved, stairs in place, the visitor up on the raised floor. Placeholder room style.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. A Lighting kit: the room is dark until the lamps are placed. Placeholder room style.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. The last Warehouse kit. Placeholder room style.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. The kit cabinet: forty kits in four departments, opened one after another.Version 0.2.0 · iPhoneGameplay screenshotActual device capture, version 0.2.0, iPhone. A story page fills in panel by panel as you play. Placeholder pictograms; final story art is in progress.Version 0.2.0 · iPhone
Story
A showroom after closing time. The arrows on the floor lead back to where you started, and the only guide is a booklet with no words. Its pictograms describe furniture, then walls and doors, and then the people who work here.
Manuscript
The opening
The game opens without a word spoken. These lines exist only as optional captions for players who turn on narration.
The showroom closes. The lights go out, one aisle at a time.
Someone is still asleep on the sofa.
Follow the arrows. They lead back to where you started.
An instruction booklet falls open. It has no words.
Look. Door. Person.
The rest of the story is told in pictures, one manual page at a time.
Art direction
Strict one-bit black and white pixel art. Grey exists only as dither patterns. The world reads like an assembly manual that became a place: pictograms, dotted assembly lines and isometric rooms.