Grey Point, Massachusetts · October 1926

The Drowned Dawn

Tales of the Empty Boats

The boats come back… With no crew.

The catch is still on the boats in the harbour. The fishermen are not… And in Grey Point nobody asks where they went anymore. Nobody but you: by day you investigate, by night you survive. The longer it goes on, the higher the price: choose how much of your mind to leave behind.

  • Prologue and Act I free
  • PC and phone, in the browser
  • English · Italiano
  • No ads

You sign in with a free account: Google, or email and password with an email confirmation. Your campaign stays on your account and follows you to every device.

Every clip is a real game, recorded from the game.

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The boats come back to harbour.

No one at the helm.

No one on board.

The game

How to survive

REAL GAMEPLAY
By day

The island lies. You take notes.

On the map of Grey Point every district has its own fear and its own share of the cult. Actions are few, the tide won't wait. Choose where to look, whom to send, which room of Hale House to put back together.

  • Districts that change while you investigate
  • A headquarters to rebuild: infirmary, laboratory, records, shooting range
  • Suspects, clues, deductions. Then the handcuffs.
REAL GAMEPLAY
By night

Two actions. Then it's their turn.

Four investigators at most. Each one moves, shoots, kicks in a door, opens a drawer. Then the fog moves. And inside the fog someone has already seen where you are.

  • 15 hand-built maps: the harbour, the inn, the church, the wreck, the lighthouse
  • Clues, civilians to get out, objectives that change in the middle of the night
  • Cover, doors, floors, stairs, fog of war
REAL GAMEPLAY
The mind

Every power has a price. You pay in sanity.

Shaken. Cracked. Broken. The more the mind crumbles, the wider the Veil opens and the stronger the power. So do the breakdowns. Stopping in time is a choice. Not stopping, sometimes, is the only one.

  • Eight investigators, eight trades, eight ways to break
  • Traumas that stay. Portraits that change.
  • Whoever is lost completely doesn't come home.
REAL GAMEPLAY
Explore

Whoever opens the wardrobes comes back with the truth.

A letter at the bottom of a trunk. A ledger with a torn-out page. A photograph that shouldn't exist. Those who run for the exit come back alive. Those who stop to look come back with something worse: the answer.

  • Letters, newspapers, ledgers, photographs to read
  • Illustrated stories between chapters
  • Secrets that change the ending

Hale House.

This is where you come back at night.

Not always the same.

The Hale Agency

None of them is ready.

At first there are two of you. Elena Moretti, a journalist nobody wants to publish. Jack Doyle, an ex-policeman afraid of water, on an island. Dr Crane arrives after the first night, to stitch the wounds. Father Ashworth, when you knock at the church. Four more, later on. Each of them has something to lose.

Push the mindLucid
LucidShakenCrackedBroken

Steady mind. No power.

Drag. Or keep scrolling down: it happens on its own.

Elena Moretti

Elena Moretti

Journalist
Padre Ashworth

Padre Ashworth

Priest
Dr. Silas Crane

Dr. Silas Crane

Doctor
Jack Doyle

Jack Doyle

Ex-policeman
Inside the game

Photographs from Grey Point

Real screenshots. Tap one.

And there's more

What else is there

A long campaign

A prologue and four acts. Thirty hours, thirty-five if you hunt the secrets.

Six endings

They depend on what you uncover, whom you save, who you become.

Original music and voices

Written for every place and every hour of the night.

Painted by hand

Maps, portraits, documents, stories.

Online save

On your account, automatically: your campaign follows you to every device.

Even offline

What you've already played starts again without a connection.

English and Italian

Texts and interface. Switch in Options.

No ads

No banners. No videos to watch. No data sold.

What it costs

The first night is free

Free

The Prologue and the whole of Act I. With a free account, no expiry.

The full game

Acts II, III and IV, the second path, six endings, New Game+. One purchase, on your account, forever. The first agents pay the founders' price.

Questions

Yes. The Prologue and the whole of Act I are free, with a free account and no ads. The rest of the story is unlocked with a single, optional purchase.

In the browser, on computer and phone. You can install it as an app from the browser; what you've already played starts again without a connection.

The whole campaign, about thirty hours. Thirty-five if you hunt the secrets. Your choices lead to six different endings.

Yes, and it's free: Google, or email and password with a confirmation message. It keeps your campaign safe, carries it to every device and is what unlocks the full game.

No. It's horror: violence, madness, cults, disturbing images. It contains flashing lights: if you have photosensitive epilepsy, read the warning in the Terms.

English and Italian, texts and interface. Switch in Options.

What the sea gives back,

the sea takes again.

The boats are already in the harbour.

The first chapter begins in Boston, at eleven at night, in an empty newsroom. On the desk there's a folder the editor has turned down three times.

Play free