Screeln’s game begins with the end: your death. The rest is a descent into fragmented memories and constructed realities. Using a broken television set as a gateway, you switch channels — each one a surreal stage, echoing a piece of your past.
ScreeIn blends exploration, environmental puzzles, and narrative horror into an episodic structure. Each “channel” is a level designed around a specific trauma, a specific rule, a specific lie. Some are quiet. Some are violent. All are watching you.
As you navigate haunted offices, infinite parking lots, looping corridors, and abandoned domestic spaces, your role shifts. Sometimes you’re a solver. Sometimes you’re the observed. Sometimes you're no longer sure. In every space, you must enter the screen to proceed.
Throughout, strange rules govern each space — rituals you must obey, or break, or decipher. These rules aren’t always written, and breaking them may not mean what you think. To move forward, you must solve puzzles rooted in these shifting logics.
Scattered across these scenes are physical traces of progress — things to be remembered or reclaimed. You collect channel buttons as keys to advance, each one anchoring you to a deeper truth.
The game uses a reverse narrative structure: the further you go, the closer you come to your beginning. In time, you may exit the screen, discover what truly led to your end — or get lost in the noise trying.