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Content Warnings

In your playthrough of No Time To Stalk, you will encounter content that you may find sensitive. Due to the dynamic nature of the game, you will not see everything on this page during your playthrough. Additionally, AI generated text may include references to things not listed here, though we do our best to manually check and remove anything abusive, discriminatory, or otherwise concerning. For this reason we can't promise that this list is exhaustative. See the AI Generated Text section below for more detail on how to limit the risk of offending AI generated text.

We think this game would be given a 12 or 15 (T for teen) rating, mostly due to innuendo, sexual, and drug references.

This list details all of the topics that you may want to know about before playing. It makes the game look far worse than it is, but that's because we've made the list detailed, including anything that is briefly touched on.

Click on any topic for a description of the offending content with minimal spoilers. Where explaining the content in detail would involve spoilers, you can click again for a full description with spoilers.

If you have any questions or think we've missed something, feel free to contact us.

Central Themes

Our story is built around these themes:

AI Generated Text

The AI may touch on topics that are generally unoffensive but an issue for you personally. If you have a strong phobia to something that most people find harmless, we can't promise that it won't come up.

Click for full description including spoilers There are two places where the AI freely generates text - the character's alibis, and the alert that comes up if, on the homepage, you indicate that you have played before. These will be manually checked, but if you have a specific concern, ask Steven before playing.
Player Deception & Twists

This game has a significant twist at the end, revealing that you have been deceived by a trusted person throughout the game.

The twist will make think back about your actions and notice foreshadowing that you didn't notice at first.

Click for full description including spoilers We can't reveal what the twist is because it will affect how you play the game which will then train the AI wrong. If this will be an issue for you, feel free to contact us and ask questions, or wait for the static version to be released (at which point we can tell you the twist without ruining the game).
Horror Themes

The game is a murder mystery game and leans into many of the tropes of that genre.

The game is set mostly in a stereotypical haunted house manor, on a rainy autumn evening.

One character is murdered (Click for spoilers) The host of the dinner party is murdered. You are told about this at the beginning of the game, but are misled about the time of death. The dead body is shown on screen without any gore. This is unavoidable but can be clicked through with your eyes closed.
The house contains graves (Click for spoilers) The garden of the manor contains four graves. No information is revealed about the graves but your character wonders who it could have been. Graves are visible when looking around the garden and are shown in detail when you choose to inspect the graves.
Generic horror movie noises play during tense moments (Click for spoilers) After time travelling for the first time, you notice the manor and a spooky noise plays. When in the secret passage, spooky ambient noises play. If you try to murder the host, a shrieking noise plays. The sound of a panicked crowd is played after the host's dead body is revealed.

All of the mentioned noises are moderate volume and relatively minor. Having audio enabled is not required to play the game.

One character is a hologram, but looks ghostly (Click for spoilers) The first character that you meet in the game (set in the future) appears as a hologram. This is normal to your character and they don't remark on it, though the hologram says "sorry I can't be here in person".

The hologram is represented visually using a ghost character from The Sims 4.

One mild jump scare (Click for spoilers) When the host's dead body is revealed, the game fades from black to show the image. A bassy noise plays at the time but is not any louder than the rest of the game's audio. You know that the reveal is about to happen.
Death, Injury & Violence

There is no gore in this game. One character is shown dead on screen. No animal death is shown or described.

One major character death shown and multiple non-character off-screen deaths described (Click for spoilers) The host of the dinner party is murdered. You are told about this at the beginning of the game, but are misled about the time of death. The dead body is shown on screen without any gore. This is unavoidable but can be clicked through with your eyes closed.

Option 1 of Miss Scarlett's backstory involves rival pirates battling, resulting in multiple casualties on both sides.

Option 2 of Dr. Pea's backstory involves discussion of warfare from a tactical perspective.

Incidental off-screen non-domestic animal death (Click for spoilers) There are some containers that look like rat poison under the bench in the porch, suggesting that non-domestic rats around the manor die. This is not explicitly mentioned in the narration when the rat poison is inspected or picked up by your character.
Injury to yourself and others (Click for spoilers) Around the manor are some interactable objects that may cause injury to yourself or the other characters. Your character can get burns from a candlestick in the atrium, or get cuts by climbing through the broken window in the study. Injuries are not visually represented, but you receive a buff telling you you were injured in the bottom right. You can treat these injuries and remove the buffs by using the bandages in the cabinet in the lounge.
Reference to past physical violence (Click for spoilers) When receiving the briefing about your mission at the beginning of the game, the woman mentions that the host of the dinner party 'was best known for getting into a fistfight or bed with you on the night you met him, and he didn't mind which'.

When you are greeting the other guests at the manor, some may mention backstories where they have experienced or witnessed physical violence in the past from the host.

Option 3 of Miss Scarlett's backstory involves rival pirates battling, resulting in multiple casualties on both sides.

Option 1 for Dr. Pea's backstory involves the Admiral's history of getting into fistfights with other crewmates while in the Navy.

Option 2 of Dr. Pea's backstory involves discussion of warfare from a tactical perspective.

Weapons are placed around the house, which can be picked up and used for attempted murder (Click for spoilers) Bladed weapons including a scythe, a sword, and a letter opener are placed around the house. Blunt weapons including a spade and candlestick are placed around the house. Other weapons including poison and a voodoo doll are placed around the house.

You and other characters can collect them and carry them around. You can add poison to the food and drink, which are never consumed. You can attempt to use the blunt and bladed weapons to murder the host, but the game prevents you from doing so.

The house contains graves (Click for spoilers) The garden of the manor contains four graves. No information is revealed about the graves but your character wonders who it could have been. Graves are visible when looking around the garden and are shown in detail when you choose to inspect the graves.
One character is a hologram, but looks ghostly (Click for spoilers) The first character that you meet in the game (set in the future) appears as a hologram. This is normal to your character and they don't remark on it, though the hologram says "sorry I can't be here in person".

The hologram is represented visually using a ghost character from The Sims 4.

Sex & Relationships

The game does not show any explicit sexual or romantic activity.

Consensual sexual activity and romantic activity is alluded to between both heterosexual and homosexual couples. Potential for light themes of dubious consent. (Click for spoilers) Admiral Thomas is known to be sexually promiscuous and has had past sexual relationships with many of the other characters, both male and female.

Option 1 of Miss Scarlett's backstory involves her being a stowaway and later prisoner on the Admiral's ship. They began a sexual relationship and describe the dinner party as a lover's reunion.

Option 1 of Laurence Amber's backstory involves his mother having sex with the Admiral, resulting in Laurence's birth.

Option 2 of Laurence Amber's backstory involves sexual messaging via post between him and the Admiral. There is significant innuendo.

Option 1 of Rosie Barnett's backstory involves her working as an escort at a dock the Navy visited, and regularly having sex with the Admiral in that capacity.

Option 1 of Mr. Cole's backstory involves him having sex with the Admiral while working for him. He looks back on this in a positive way.

Option 3 of Sapphire Montgomery's backstory involves the Admiral and his wife Cassandra going on a number of unsuccessful dates.

Potential description of past prostitution (click for spoilers) Option 1 of Rosie Barnett's backstory involves her regular meetings with Admiral Thomas while working as an escort at a dock the Navy visited. The Admiral pities her for this job and invites her away from the dock, saying she 'deserved better'.
Descriptions of stalking (click for spoilers) It is alluded to that the Admiral is lying about having a wife when the mission is described to you at the start of the game.

Option 3 of Sapphire Montgomery's backstory confirms this, stating that the person he is claiming to be married to, in fact barely knows the Admiral and is upset at the fact he is claiming to be married to her.

Brief description of nudity (click for spoilers) In the bathroom, if you are muddy or covered in paint, you are able to wash your clothes. You are briefly described taking off your clothes in order to do so.

If you inspect another character while they are washing their clothes, the game states that they are naked.

Food & Drink

The game is set mostly at a dinner party.

A stew-like food is cooking but is not consumed (Click for spoilers) In the kitchen, a stew-like food is cooking for the dinner party. It is not consumed, as the party ends early.

You do not have to closely inspect the food, though it is visible at all times when in the kitchen.

You may witness other characters inspecting the food.

Presumably (but not confirmed to be) alcoholic drinks are present but not consumed (Click for spoilers) In the dining room, the table is set with a martini glass for each guest. The drinks are never consumed. The drinks are never described except when adding something to them.
Is is possible to eat a biscuit, with sound. In the kitchen, there is the option to take a biscuit out of the cupboard and eat it. This action can be performed repeatedly. Eating the biscuit has no effect.

When eating the biscuit, a recording of someone eating a biscuit is played reasonably loudly.

If other characters eat biscuits, you are not able to see it.

Food and drink can be poisoned by you and others, but is never consumed (Click for spoilers) It is possible to add both arsenic and rat poison to the food in the kitchen and the drinks in the dining room. This has no effect as neither is ever consumed.

There is an option to swap the host's drink with another to prevent them being poisoned, but this is functionally pointless in the game as the drink is never consumed.

You may witness other characters tampering with the food and drink.

Time Travel

The game is set in a 1920s manor, which you travel to from an unknown far future date (approx 2200s).

You enter a large room housing a time travel machine, triggering audible and visual effects.

Your character is slightly uncomfortable with time travel but has done it many times before.

Click for full description including spoilers Time travel occurs twice in the game, near the start and end. It is not possible to avoid, but closing your eyes and spam clicking will get past it.

The effects of time travel on your body are described in terms of weightlessness and loss of vision.

Time travel is represented by purple mist and generic whooping noises.

Incidental Mentions

These things are also present:

Drugs, Poison, Medicine & Medical Supplies
Recreational illegal drugs and poisons are mentioned as medicine in a 1920s context (Click for spoilers) The medicine cabinet in the bathroom contains cocaine, heroin, and morphine. You can pick it up and carry it around, but not interact with it or use it in any way. Picking up the drugs involves clicking a button titled 'take drugs', which makes a joke suggesting that you intended to use the drugs as opposed to picking them up.

The cabinet in the lounge contains arsenic, presented in the context of it being a medicine.

In both instances, your character is presented as knowing that these are not medicine.

Food and drink can be poisoned by you and others, but is never consumed (Click for spoilers) It is possible to add both arsenic and rat poison to the food in the kitchen and the drinks in the dining room. This has no effect as neither is ever consumed.

There is an option to swap the host's drink with another to prevent them being poisoned, but this is functionally pointless in the game as the drink is never consumed.

You may witness other characters tampering with the food and drink.

Medical supplies can be found around the house, including needles and bandages (Click for spoilers) The cabinet in the lounge contains bandages. These can be used to heal any injuries your character has. You may witness other characters using bandages.

The drugs in the bathroom cabinet are shown visually as a tray containing needles and other medical supplies, like something you might see a surgeon using.

Sound Effects

Various sound effects could be an issue for some people. Sound is not required to play the game.

There are no excessively loud sounds in the game.

Eating sounds (Click for spoilers) You can eat a biscuit in the kitchen. This plays a recording of a person eating a biscuit. Additionally, you can feed the dog a treat. This plays a recording of a dog eating a treat.

In both cases, the noise is exaggerated, but not much louder than the background music.

Pain (Click for spoilers) When you choose to 'feel the flame' in the atrium, there is a comical sound effect of someone hurting themselves - similar to the roblox oof sound.
Generic horror sounds (Click for spoilers) Spooky atmospheric sounds play when in the secret passage, which is accessed through the bookcase in the lounge and through the wardrobe in the master bedroom.

High pitched screeches and low pitched rumbles play during tense moments and reveals. These are not much louder than the background music.

Animal sounds (Click for spoilers) Goldie the dog woofs when you pet him, and a recording of a dog eating a treat is played when you feed him a treat. He also barks agressively after the Admiral is killed and when you first arrive at the house.

When you peek under the cloche in the dining room, a fly comes out and you hear the buzzing as it flies away.

Snoring (Click for spoilers) If in the master bedroom, you choose to relax in the host's bed, a fairly loud sound of you snoring will play.
Animals
A teddy bear appears in the house (Click for spoilers) On the landing, there is a large teddy bear toy that you can choose to hug. It can be seen from anywhere on the upstairs landing. The game can be played without going upstairs in the manor.
Minor mistreatment of animals (Click for spoilers) In the lounge, there's a fishbowl with a single goldfish inside on the fireplace top. When looking at it, the narrator talks about how this treatment is inhumane, referencing an Animal Rights Riot in the future. You can see the fish from most angles in the lounge.

When you lift the cloche in the dining room, there is the description of a fly flying out from underneath and a buzzing noise of a fly. You can avoid this by not interacting with the cloche.

There are some containers that look like rat poison under the bench in the porch, suggesting that non-domestic rats around the manor die. This is not explicitly mentioned in the narration when the rat poison is inspected or picked up by your character.

One character is a dog, which appears agressive at times (Click for spoilers) Goldie is a Golden Retriever. He is friendly and wanders around the house. You can pet the dog, wash him, and feed him a dog treat. When first meeting him, and just after the murder, the dog barks loudly and agressively.
A pet fish is kept in the house (Click for spoilers) In the lounge, there's a fishbowl with a single goldfish inside on the fireplace top. You can see the fish from most angles in the lounge.
The presence of rats is implied but not shown (Click for spoilers) There are some containers that look like rat poison under the bench in the porch, suggesting that rats exist around the manor, though this is never explicitly mentioned.
Insects are present in the house but is not shown visually (Click for spoilers) When you lift the cloche in the dining room, there is the description of a fly flying out from underneath and a buzzing noise of a fly. You can avoid this by not interacting with the cloche.

In the second bedroom (children's bedroom), there is a spider's web visible in the corner of the room next to the toybox in some images. You can also choose to inspect the cobweb, zooming in on it. There is no visual or mention of the spider that created it, just a comment that the room isn't cleaned very well.

Families & Children
It's possible that one character talks about being an estranged, illegitimate child (Click for spoilers) Option 1 of Laurence Amber's backstory involves him potentially being the Admiral's son. He describes how his mother had a sexual relationship with the Admiral prior to his birth, and now he's been invited to the manor to meet his possible father for the first time and be an heir to his estate.
One character's children are missing / nonexistent (Click for spoilers) When describing the mission, Ms. Anabelle mentions that the Admiral speaks about his two young children, but they've never been seen in person. In the manor house, you can explore a bedroom designed for two children, but you never meet them. There's no in-game explanation of whether they are missing or just don't exist.
It's possible that one character talks about being forcibly separated from their family as a child (Click for spoilers) Option 2 of Mr. Cole's backstory involves him and his parents being captured by the Navy and the moment the ship's crew separates him from his parents. Though he speaks of his new dad fondly, he speaks briefly about negative memories of the event and his desire to find out what happened to his family.
It's possible that one character talks about being homeless and impoverished as a child (Click for spoilers) Option 2 of Rosie Barnett's backstory involves her as a young person homeless and begging in a different country when the Admiral meets her. There's no indication of her age, other than she's old enough to be taken on as the Admiral's apprentice.
Criminal Activity
Descriptions of stalking (click for spoilers) It is alluded to that the Admiral is lying about having a wife when the mission is described to you at the start of the game.

Option 3 of Sapphire Montgomery's backstory confirms this, stating that the person he is claiming to be married to, in fact barely knows the Admiral and is upset at the fact he is claiming to be married to her.

Depictions of pirates and piracy (Click for spoilers) The Admiral is accused (correctly) of piracy.

Option 3 of Miss. Scarlett's backstory talks about being a rival pirate of the Admiral, and engaging in battles at sea with him.

You and other characters can steal from the house (Click for spoilers) Under the bed in the master bedroom there is a briefcase full of money, which you and other players can steal from.

Various things can be picked up around the house, and you do not have permission from the owner to do so.

Homelessness and Poverty
It's possible that one character talks about being homeless and begging as a child (Click for spoilers) Option 2 of Rosie Barnett's backstory involves her as a young person homeless and begging in a different country when the Admiral meets her. There's no indication of her age, other than she's old enough to be taken on as the Admiral's apprentice.
Paranoia and sanity loss
One action results in your character remarking that they feel like they're losing their mind. This is never mentioned again. (Click for spoilers) This occurs in the secret passageway when looking at the gnomes. It can be avoided by not clicking to look at the gnomes.
Gnomes
One room in the house contains many garden gnomes in various positions. The scene is deliberately spooky and intimidating to those without a fear of gnomes, so click to see the full details if you're afraid. (Click for spoilers) The secret passageway contains 12 garden gnomes in various positions. Most are small, but one is roughly human sized. The large gnome has glowing red eyes and is holding a scythe.

This scene can be easily avoided by not entering the secret passage. The secret passage is entered by pulling on a strange looking book in the lounge, or climbing through the wardrobe in the master bedroom.

Plushies
A teddy bear appears in the house (Click for spoilers) On the landing, there is a large teddy bear toy that you can choose to hug. It can be seen from anywhere on the upstairs landing. The game can be played without going upstairs in the manor.
Voodoo
A voodoo doll appears in the house which you can attempt to use (Click for spoilers) In the second bedroom, there is a voodoo doll inside the doll's house. You can pick it up and attempt to use it on the host, but the game prevents you. This can be avoided by not inspecting the doll's house in the second bedroom. Other characters may pick up the voodoo doll, but you can't see it happen.
Fire
One character is introduced with a full-screen image of cartoony flames (Click for spoilers) When Miss Scarlett is introduced, her background is full-screen flames. This cannot be avoided or skipped, but disappears on its own after 5 seconds.
There is a fireplace in the house (Click for spoilers) There is a large fireplace in the lounge, which can be heard in the room. If you choose to sit and watch the fire, the sound becomes much louder. After you are done exploring the manor, the fireplace can be seen in the background, but the sound is not present.
Candles are used around the house for lighting (Click for spoilers) There are various candles around the house for lighting. It is possible to burn yourself on one of the candles. This can be avoided by not choosing 'feel the flame' in the atrium.
Your character can burn themselves (Click for spoilers)

It is possible to burn yourself on one of the candles. This can be avoided by not choosing 'feel the flame' in the atrium.

Makeup
You and other characters can apply makeup, which is described but not shown visually (Click for spoilers) In the master bedroom, you can choose to apply the host's makeup. Other characters may also do this, which is described as '\[looking\] different than when they arrived, prettier perhaps'.
Claustrophobia

Some scenes show your character in tight spaces. They don't comment on it.

One background shows you, in 1st person perspective, inside a glass box about the size of a plane's toilet. (Click for spoilers) When entering and exiting the time machine, you enter the chamber. This cannot be skipped but can be clicked through without any issues. Your character does not mind it.
It is possible to climb through a tight, but not dangerous, gap. (Click for spoilers) When entering or exiting the secret passage from the master bedroom, you climb through the host's wardrobe. This is shown as a gap approx 50cm in diameter. You are not shown climbing through the hole, and it is described only as 'You climb inside the wardrobe'.