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XenoFeels
XenoFeels is a first-person inspection and psychological horror game set at a customs checkpoint on a small asteroid. The player works alone as an inspector responsible for checking travelers arriving from different parts of space. Tourists, workers, truckers, and other alien visitors all want permission to continue toward the player’s home planet, but some of them may be terrorists. There is a story surrounding the checkpoint, the growing pressure of the job, and the inspector’s mental state, but most of it develops through daily shifts rather than traditional cutscenes.
Inspecting Alien Travelers
Each visitor arrives with documents, a vehicle, cargo, and other information that needs to be checked. The player compares paperwork with the traveler standing at the window and looks for inconsistencies that may reveal a disguised threat. A mistake can have serious consequences because allowing a terrorist through can endanger the home planet. The inspection process therefore becomes more demanding as new travelers and suspicious situations appear.
Checks and Decisions
Every inspection follows a series of steps. Players can:
· read and compare travel documents;
· check the visitor’s photograph;
· inspect the traveler’s body;
· examine the arriving vehicle;
· compare license plates;
· search the cargo;
· approve or stop the traveler;
· use the shotgun when a threat cannot simply be rejected.
The game combines routine document checking with horror elements, making careful observation more important than speed alone.
Shifts and Psychological Pressure
XenoFeels does not use traditional numbered action levels. Progress is divided into work shifts, with each new day bringing another sequence of travelers to inspect. The game also includes a sanity-related system in which voices and other disturbing effects begin interfering with the inspector as the pressure increases. Choices made during inspections contribute to the developing story and are intended to lead toward different outcomes.
Playing effectively means following the inspection routine consistently instead of making decisions based only on appearance. Documents, photos, vehicles, plates, cargo, and physical details can all contain clues, so skipping one check creates additional risk. The player must decide who is legitimate, who should be stopped, and when direct action is necessary. XenoFeels therefore combines document inspection, observation, decision-making, and psychological horror inside a repeating customs-checkpoint structure.

















































