Das Projekt wurde in einem Seminar zu Ludonarratologie und Videospielen erstellt und durch das Digital Learning Lab unterstützt.
Valentin who looks for his lost cat, Chelsey, tries to find his way back home by visiting different rooms and rummaging through each object to get a clue and find the right way. As they set out on their short journey, they meet different characters with a message delivered based on their own worldviews. These messages effectively contribute to Valentin and Chelsey’s journey. The two main characters discover that all entities and objects crave a home of which they might have no clear opinion. There seems to be a strong sense of returning home beating in all of them.
The game targets our most common aspirations and yearnings as human beings. Our identity and the choices we make are shaped as we come into interaction with others. Through such interactions, we develop new ideologies and meanings through which our lives evolve, and above all our firmly established truths are deeply challenged. Throughout the game, the concepts of taking responsibility and making decisions become conspicuous. Finally, it is with the strong desire of the human being for closure and the tying up of loose ends that the story comes to an end.