Blackout
Launches 2 October 2026 · PC · Casual, Indie

A first-person game about being unable to see. One warehouse, one hundred thousand kilometers on a side, with a single live switch somewhere in it. Clap to light the room for a few seconds; find the switch by ear, following a hum and a ticking relay. Nothing is in here with you.
Story
BLACKOUT requires hearing. Not rewards it, requires it. The switch is found by ear and there is no second route to it. The audio is binaural throughout; there is no mono option and no speaker mode, and a player with hearing in one ear gets no accommodation here. It requires headphones. Over speakers the bearing smears, and the bearing is the whole instrument. It requires a dark room. Almost everything this game ever puts on screen sits a few values above black; an unlit frame peaks at 4 out of 255. In daylight, with a window behind you, you are looking at a black rectangle. There is a calibration swatch second from the top of the Options list: raise the brightness until the bar is only just visible. Set it before you start, not at kilometer nine. And it requires time. One run is fifty to sixty kilometers of walking: about four hours if you read the space well, closer to five and a half if you fight it. There is one length. There is no shorter version of this. That is past the two-hour refund window, which is why it is at the top of this page rather than the bottom. It saves as you go. The run is written every ten seconds, and again when you pause or quit, and the menu...
Gameplay
BLACKOUT requires hearing. Not rewards it, requires it. The switch is found by ear and there is no second route to it. The audio is binaural throughout; there is no mono option and no speaker mode, and a player with hearing in one ear gets no accommodation here. It requires headphones. Over speakers the bearing smears, and the bearing is the whole instrument. It requires a dark room. Almost everything this game ever puts on screen sits a few values above black; an unlit frame peaks at 4 out of 255. In daylight, with a window behind you, you are looking at a black rectangle. There is a calibration swatch second from the top of the Options list: raise the brightness until the bar is only just visible. Set it before you start, not at kilometer nine. And it requires time. One run is fifty to sixty kilometers of walking: about four hours if you read the space well, closer to five and a half if you fight it. There is one length. There is no shorter version of this. That is past the two-hour refund window, which is why it is at the top of this page rather than the bottom. It saves as you go. The run is written every ten seconds, and again when you pause or quit, and the menu offers it straight back when you return, with the fragments you have already had remembered so the opening is not repeated at you. You do not have to walk it in one sitting. You do have to walk it. If...
Features
- Single-player
- Custom Volume Controls
- #category_playable_at_your_own_pace
- Playable without Timed Input
- #category_playable_without_vision
- Save Anytime
- Stereo Sound
- Family Sharing
Developed by Len Syrudas. Published by Len Syrudas.