14 Days With You
14 Days With You places the player in Corland Bay, where everyday routines are slowly disrupted by subtle signs that something isn’t right. The main character, customizable in name and appearance, navigates strange occurrences that begin quietly—missing clothes, unexplained sounds, and unsettling accounts from neighbors. These incidents become part of the narrative as the protagonist meets Ren, a co-worker whose presence offers both comfort and unease. The story unfolds through daily segments, each one framed by choices that shape how Ren behaves, what truths are revealed, and how close the player is willing to get.
Choice Under Pressure
Each “Day” in the game features multiple branches and optional content, allowing players to manage tone, dialogue, and pacing based on interaction. The relationship with Ren grows through scripted events, but the direction of that growth can shift quickly. Scenes are structured around emotional contrast—supportive gestures followed by sudden shifts, quiet moments interrupted by tension. The writing uses familiarity to build risk, where even positive outcomes carry the possibility of control or manipulation. Visuals and effects support the tone, with screen movement and stylistic choices reinforcing discomfort without removing player agency.A Linear Frame With Diverging Paths
While the structure leads toward a fixed number of chapters, each segment includes endings tied to player behavior. These outcomes are tied to direct decisions and to how often the player engages, resists, or stays silent. The game does not rely on external challenges—progress comes from dialogue and its consequences. 14 Days With You offers toggles for sensitive content and maintains a focus on shaping the experience to match player intent. What begins as a personal connection becomes a pattern of observation, where every response is recorded and every silence remembered.