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The abandoned Nacre glasshouse in the rain
CLUEDRIFT ORIGINALCASE 005
A BOTANICAL SURVIVAL HORROR

The Glass
Orchard.

FOLLOW THE HEAT. WATCH THE WATER.
THE OVERNIGHT CALL

The power is failing.
That may be the good news.

You are Mara Vale, an electrical technician answering a well-paid call at a long-closed botanical research centre. Your first restoration wakes the irrigation. Beneath the planting beds, something follows the warmth. The groundskeeper on your radio cannot walk out.

Solo or shared screen7 chaptersPower-routing puzzlesOriginal adaptive score
A$49Digital edition
Proposed launch price
Available soon

Available soon · Purchases and game access are not open yet.

  • 33 objectives across seven illustrated locations
  • 34 sources, optional discoveries and a field journal
  • Five ending outcomes shaped by rescue, containment and evidence
  • Power forecasts, visible warnings and no real-time countdown
  • Automatic local saves, chapter checkpoints and confirmed restart
  • Mouse, keyboard and touch controls; reduced motion
  • Separate music and effects controls; fully playable silently
Before you enter

Botanical body horror, confinement, injury, abandonment and possible death. No graphic gore or rapid flashing. Character dialogue is written; essential sound cues have text equivalents. Progress stays in this browser and does not sync across devices.

THE BUILDING IS YOUR INSTRUMENT

Light holds it back.
Heat brings it closer.

Route five units of power between lighting, ventilation, heating, irrigation, access and auxiliary equipment. Preview the next heat level, apply an operation and watch the environment respond.

The light restrains exposed growth. It does not stop the body beneath the floor. A cool pipe can still carry living buds. Learn the differences before you trust a quiet room.

Reading clues, opening menus and changing uncommitted settings never advance danger. At critical heat you retreat to a safe panel with your completed work intact.

The Crown House catwalk over dense roots
SEVEN CHAPTERS / ONE COMPLEX

Repair the system.
Question the instruction.

01–02

The unoccupied station

Read the contradictions in the work order. Learn why an illuminated room can still have a dangerous floor.

03–04

The person in the nursery

Free an injured man, cross the Crown and decide which routes to close behind you.

05–06

What they meant to grow

Reconstruct a suppressed trial and repair a strategy whose equipment is beginning to fail.

07

What leaves with you

Combine the rules in the pump hall. Resolve the water route, the human cost and the record you carry.

OBSERVE / PLAN / OPERATE

Take a breath.
Then make the call.

Every required objective has three levels of hints. Mechanical errors explain what failed. Important human decisions show their stakes and ask for confirmation. The chapter checkpoint lets you explore another outcome without replaying the whole night.

Seven untimed chapters. Completion time varies; no fixed playtime is promised. Puzzle solutions are consistent on replay, while your earlier choices change which ending mechanisms remain possible.

Available soon