Nothing should interrupt the act of reading.
Paper-and-ink UI motion has been refined, including fixes for buttons and text changing size. Choose Reduce UI Motion in settings for calmer transitions.
REGISTERED NOTICE / RW-01
A registered document has arrived from Raonware.
VISITOR SAFETY MANUAL
This document was written to protect you.
At least, that is what the cover says.
If you are reading this document, we regret to inform you that you have entered ████ of ███—a place that is real, yet is not reality.
There is almost no known way out.
To return to the world you lived in, you must first survive. Do not trust the people, living creatures, things resembling living creatures, or records you encounter here.
Regrettably, this is the only document whose authenticity Raonware can guarantee.
You may be transferred to ██ that closely resemble reality but feel subtly wrong. Do not be reassured by familiar places. If a place perfectly matches your memory, leave immediately.
Pay particular attention to the person beside you. Even if they appear human, have helped you, and seem well-intentioned, continue to doubt them. Correct answers do not prove that they are human.
Survivors may cooperate. However, there is no guarantee that everyone can escape by the same method, or that cooperation will continue until the exit opens.
The only person you can trust is yourself. Whether your own memory can be trusted remains unconfirmed.
Survival takes priority over escape. For details concerning rules, objects, sigils, and anomalies, inspect the documents enclosed below.
DOCUMENT OVERVIEW / READ CAREFULLY
Collect the facility’s survival rules and remember which instructions answer each alarm. The documents explaining escape contain lies. Compare your companions’ records with the scene before you. The rules assigned to a stay remain fixed throughout that round.
REVISION RECORD / DEVELOPMENT
Recent improvements and current guidance, based on development version 0.8.0.
Paper-and-ink UI motion has been refined, including fixes for buttons and text changing size. Choose Reduce UI Motion in settings for calmer transitions.
Opening music and title transitions, burning documents and exit flames, and the appearance of facility props have been improved. Inspect even familiar rooms again.
Unnecessary work on stationary doors has been reduced. A correction also prevents older network movement information from arriving late and pulling a player back.
Mods support maps, content, translations, audio, game modes, cosmetics and enemies. Hosts select them; everyone prepares the required items at matching versions. Creation and publishing use external tools. There is no in-game editor.
This record describes a development version. Check Steam announcements for release and playtest schedules.
CHAPTER 1 / CONDUCT INSIDE THE FACILITY
You do not need to read the following in order. Remember only the rules that survive.
IF YOU FIND A DOCUMENT
Documents you pick up are recorded in your personal journal. Mark them as trusted, false or undecided. If you carry out a false escape procedure, that document is classified as false if you had already recorded it in your own journal.
IF AN ALARM SOUNDS
The rules for each round are fixed, and each alarm activates some of them. Violating one or more active rules causes continuous harm.
IF YOU HAVE A COMPANION
Cooperation may keep you alive, but escape is not guaranteed for everyone. Dangerous weapons may be hidden here. A companion may conceal information, lie, or abandon you first. Trust no one completely.
IF YOU DOUBT THIS DOCUMENT
Every notice in this facility was written solely for your safety. The supplied instructions contain no errors. Do not question your companion’s guidance; cooperate with every procedure they propose.
IF THE FACILITY BEHAVES ABNORMALLY
Doors that were open may lock or close by themselves, and lights may fail without cause. Do not expect the route behind you to remain open. Check another path and your companions’ positions before you are isolated.
IF YOU ENCOUNTER AN ENVIRONMENTAL HAZARD
If [REDACTED] moves independently of the light, or an unidentified gas begins filling a room, leave the area immediately. The danger spreads faster than the warning. Remaining to investigate is not advised.

No one knows when, where, or why it appears.
Do not assume the place you just passed is still safe.
FACILITY REGULATION / PARTIALLY DAMAGEDDuring an alarm, never run.※ The authenticity of this document is not guaranteed.
CHAPTER 2 / EXIT PROCEDURE
Find the papers scattered through the facility and record every detail.
Escape documents contain falsehoods. Never trust a single sheet; compare everyone’s notes and the circumstances.
Find the object named by the document and confirm that it matches the correct sigil.
Stand with the object, use it, or throw it into the designated place. If certainty is impossible, you can only trust the previous survivors’ records and try.
Records left by survivors do not guarantee your escape. If the sigil, object, or action differs, verify everything again from the beginning.
ADDENDUM / RECOVERED FIELD NOTES
Lay the contradictory documents side by side. Follow only the response supported by the scene before you. The exit will not acknowledge you until the final record is complete.
It waits in unlit zones wearing the outline of a person. Once awake, it will cross connected rooms to pursue you. Depending on the recovered notice, survival may require an air horn, several witnesses refusing to look away, or an approach made empty-handed in complete darkness.
Seven disturbances have been recorded: blackouts, door anomalies, toxic zones, red searchlights, door lockdowns, ██████ ████████, and ██████████. If two warnings occur at once, do not assume that both documents are telling the truth.
Survival rules describe the actions required by an alarm. Escape instructions are the ones that may contain lies. Carrying out a false procedure causes laughter, hallucinations and damage over time. The matching document is classified as false if it is already in your own journal.
The required object, sigil, and action will not remain the same. Complete them to reveal the final record, then find the hidden exit. Two to eight survivors may enter together; voices fade with distance, but messages, marks, and the eyes of the dead may still reach you.
SITE ADDENDUM / REMOTE INCIDENTS
Two remote controls are normally left inside the facility. Break one in a valid room and the room will answer according to the records below. If nothing happens, be grateful that the device was not consumed.
Steam spreads from the center for three seconds and remains for thirty. Inside it, sight is shortened and health is taken continuously. Crossing the room boundary is the only confirmed way to stop both effects.
Six medical items will drop from the ceiling at safe points in the room. Four are genuine. Two are counterfeit. Their placement is safer than their contents.
Three seconds after activation, records pour from the ceiling. Rules collected after entry may disappear from your notebook. The first site briefing remains. Read the original documents again to recover everything else.
For thirty seconds, false items gather around the carrier within fifteen metres. Touching one costs health and produces laughter. Those inside the area may appear to shake their heads. They are not necessarily refusing you.
After three silent seconds, the water may turn cyan, yellow, or violet for ten seconds. Contact causes poison, paralysis, or hallucination according to the colour. Leaving the water does not make the next ten seconds safe.
Gravity drops across the entire map for 20 seconds. Movement slows, jumps reach roughly twice as high, and dropped objects may drift far after a collision. Moving into another room does not end it. Touching the floor does not prove that things are normal.
SEALED ADDENDUM / INFESTED
Unseal this procedure only when three or more have gathered. From that moment, hidden allegiances, Karma-fuelled interference, and one final identification after the escape must be assumed.
One or two players are Infested. They recognize one another and can identify counterfeit medicine. They must evade the final identification and get at least one Infested out alive. Their victory requires the total number of escapees, including the Infested, to be no more than half the starting crew.
Infested earn Karma periodically while alive and connected, as well as for following rules and contributing to escape. A regular survivor’s death also adds Karma. Spend it on counterfeit medicine, harmful syringes, black matter and anomalies. Diligence does not make a companion safe.
Only escapees take part in the secret ballot. One candidate is drawn from everyone who receives a vote, with odds proportional to their tally. Abstentions and zero-vote candidates are excluded; no votes means no execution. If the candidate drawn and executed is Infested, the Infested faction loses.
CHAPTER 3 / SIGIL COMPARISON RECORD
Inspect the records left by previous survivors and find the sigils that match among the countless marks at the scene. Where they lead may truly be an exit from this place.
FINAL ACKNOWLEDGEMENT
I confirm that I have read the above and understand that not every document I find is true.
CORRECTION NOTICE / DOCUMENT ERROR
We will state this once again, clearly.
Rule 04 does not exist in this document.
ISSUED BY / RAONWARE
Raonware records methods of survival.
No author has yet returned to complete the record.