
Not Yet
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ABOUT THIS GAME
A Haunting Invitation to NOT YET
NOT YET draws players into a chilling first-person psychological horror narrative that explores themes of pressure and silence. Set in a seemingly ordinary hotel, you feel the creeping realization that leaving may not be an option. As you unravel the atmosphere, you begin to sense that the hotel is more than a mere setting—it's a labyrinth of thought, memory, and dread waiting to be explored.
The Incremental Descent Through Isolation
Each of the four floors in NOT YET represents a descent away from certainty. As you venture deeper, the once-clean hallways feel increasingly oppressive, suffocating your sense of direction. Characters remain unnervingly still, mere specters of existence that amplify your discomfort. They serve as constant reminders of unresolved matters, wearing on your psyche without a single word being exchanged. This silence becomes unsettling as you explore the significance of your presence and why you can't seem to turn back.
A Linear Journey with No Escape
The game is designed for a short narrative experience, lasting about 45 minutes, encouraging players to engage in a focused session. Rather than offering traditional progression systems, NOT YET embraces a linear storytelling method that plunges you deeper into the feeling of unease. This structure heightens the tension: as you descend, you seek clarity while only finding more questions. You'll navigate through a carefully constructed world, guided by environmental storytelling and sound.
Visuals Inspired by the Past
The aesthetic of NOT YET employs PS1-style low-poly visuals, infusing nostalgia into a modern horror experience. Handcrafted models give life to the hotel, though their simplicity adds to the chilling atmosphere. Each floor evolves in both design and sound, creating a palpable sense of dread as the environment shifts around you. The visuals and audio meld seamlessly, reinforcing the feeling of isolation that grips your character more tightly with each passing moment.
Sound Design as a Character
Sound plays a central role in shaping the atmosphere throughout NOT YET. The ambient noises and subtle shifts in audio draw you into the narrative, serving as another element of storytelling. A careful ear can distinguish the emotional undercurrents lurking within each sound. Headphones are strongly recommended; the whispers and echoes of the environment become key players in your experience, contributing to the growing tension as you traverse the hotel's unsettling space.
An Experience Without Traditional Gameplay
Within NOT YET, there are no combat mechanics or traditional puzzles. This absence emphasizes the psychological weight of your journey. Rather than reacting to threats or manipulating objects, the game pushes you to confront the intangible fears that arise from within. Your character never speaks, leaving much to interpretation and encouraging players to engage with a world that thrives on ambiguity and existential dread. As you descend, clarity may seem close at hand, but definitions remain frustratingly elusive.
Facing What Lurks Below
In the quiet, unsettling depths of NOT YET, something shifts when you reach the bottom floor. What changes is unclear, adding to the unsettling nature of your experience. It is a haunting exploration of the spaces within your mind, leaving you with lingering thoughts long after the game concludes. Here, the simplicity of the environment transforms into a complex reflection on the nature of completion and the need to confront what remains unfinished.

















