Some pictures never switch off.
A pixel-art psychological horror game about grief, guilt and a glass eye that cannot forget. Seven nights in a rain-soaked harbour town, and no combat at all.
Stare, blink, and see what stays
Night after night, at 3:14, someone leaves a tape at Noa’s door. It shows her flat, filmed from a corner where nobody stood, and the label is in her handwriting.
A year after the accident that killed her little brother, Noa Halden refills vending machines through the night in Vessen, a harbour town where the drizzle never stops. It is late 1998: tube TVs, a pager on her belt, neon on wet asphalt. When she stares into a light and blinks, her glass eye keeps the afterimage, and in its ink the people around her appear as their guilt has shaped them. But the afterimages no longer fade, and soon she must ask whether she is seeing the truth about others, or only about herself.
- Psychological horror, no combat
- In development · all seven nights playable
- Vessen, a harbour town, late 1998
- Seven nights, three endings and a hidden one
- About three hours for a first run
- English and German text, no voice-over
- Planned for Steam on Windows and Linux
- Pixel art at 384 × 216, lit in real time
What the glass eye keeps
- The afterimage.Stare into a neon sign, a tube TV or a streetlamp, then blink. Noa’s glass eye holds an ink-drawn imprint where the truth shows: writing on the walls, doors that should not exist, people as the shapes of their guilt.
- No combat.You look, hold your gaze, hide, cover mirrors and solve puzzles with light, and every afterimage leaves residue behind: the world slowly starts to lie, with no meter ever telling you how far it has gone.
- Seven nights in Vessen.Each night is a self-contained chapter of one story, in pixel art with real-time lighting, and any night can be replayed on its own.
- A VHS tape at the door.Most nights there is one: Noa’s own flat, filmed from a corner where nobody stood.
- Three endings and a hidden one.Earned by how you play rather than by a final choice, with optional side stories for those who look into every light.
- Sound made by the game.The score and every sound are synthesised live as you play. Every line is text, in English and German, and flashes and motion can be reduced.
Stills from Vessen
BURN-IN, asked and answered
What people ask about BURN-IN, answered from the game as it stands today.
Is BURN-IN scary?
Yes. BURN-IN is a psychological horror game: it unsettles with dread, wrong details and things that move while you are not looking, rather than with fights. It deals with grief, guilt, a fatal car accident, the death of a child and a fire, none of it shown, and it has flickering light and sudden brightness. Flashes and motion can be reduced in the settings, and the content note appears before the game begins.
Is there combat in BURN-IN?
No. You look, hold your gaze, hide, cover mirrors and solve puzzles with light. The danger is in what the afterimage shows you, and in what it leaves behind.
How long is BURN-IN?
About three hours for a first run, longer if you look into every light and follow the optional side stories. There are seven nights, three endings and a hidden one.
When does BURN-IN come out, and on what?
BURN-IN is in development and has no release date yet. All seven nights are playable in the current build. It is planned for Steam on Windows and Linux, with English and German text.
Wishlist, and keep watching
BURN-IN is in development. When its Steam page opens, the button below goes live. Until then, new stills and clips from Vessen appear first on TikTok, Instagram and YouTube, and the Candlewane Discord is open.
