OuterDays
A downloadable game for Windows
THE STORY
Antarctica, 1930.
You are stationed at a remote government research outpost on an isolated Antarctic island, assigned to a long-term scientific expedition. The environment is hostile, the temperatures extreme, and the isolation absolute.
Three weeks ago, a series of violent storms severed all communication with Headquarters. Since then, the outpost has remained completely cut off from the outside world.
One week ago, your colleague Alexei left the base after leaving a brief handwritten note. He stated he was heading west, toward the island’s boat dock, to search for possible rescue ships. He never returned.
The storms have not fully subsided. No ships have appeared. The radio remains silent.
With no further word from Alexei and the situation deteriorating, your task is now clear:
restore communications with Headquarters, report the events that have transpired, and await further instructions.
THE GAME
This is a short, atmospheric, story-driven game with PSX style graphics focused on isolation, silence, and uncertainty.
The narrative unfolds through environmental details, limited radio transmissions, and brief mission prompts. There is no combat. Progress is guided by observation, timing, and the gradual realization that not everything can be explained.
The experience emphasizes mood over mechanics, allowing absence, darkness, and waiting to carry as much meaning as dialogue.
Game Controls
| Walk | Zoom | Interact | Flashlight |
| W,A,S,D | RMB | E | F |
Note
This game was made entirely by myself in three weeks using Godot and it is my first game ever made. The focus was on atmosphere and storytelling rather than scale or complexity. If you got any suggestions or anything you want to talk about feel free to message me, i will be happy to respond.
| Published | 2 days ago |
| Status | Released |
| Platforms | Windows |
| Author | AAM Studios |
| Genre | Survival, Action |
| Tags | 3D, Horror, Indie, PSX (PlayStation), Psychological Horror, Retro, Short, Singleplayer |





Comments
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Good atmosphere, the jumpscare got me good too. But i felt like the weather station i was going to go was going to be bigger lol. Not bad keep it up.
Thanks for playing! Glad the atmosphere and jumpscare worked.
Yeah, the station is intentionally small for this experience, but I appreciate the feedback. Thanks for the support!
This game really caught me off guard. The atmosphere is tense and immersive, and the jumpscares are used sparingly and effectively. Getting lost and exposed to the environment actually adds to the experience instead of feeling frustrating.
For a first game, this is seriously impressive. Short, unsettling, and memorable.
Thanks for playing!
Probably the best game i have recently played on here, jumpscares are scary and really unexpected, the atmosphere is so well done. I feel like you can create a second game based on this story where you come back to the island and look for alexei yourself. Cant wait to see more work from you in the feature.
Thank you so much, that really means a lot.
I’m glad the atmosphere and scares worked the way I hoped. The idea of returning to the island and searching for Alexei is actually something I’ve thought about, so seeing someone suggest it is really motivating.
Thanks again for playing and for the support — more is definitely coming.
Nice game
Thank you!
There needs to be a way for the player to regain body heat during exploration such as random heat sources/shelter or by simply allowing them to re-enter the base at any time. Otherwise it leads to unnecessary death from being lost. The edge of the map should also be concealed better to avoid immersion from being broken.
Thanks for the feedback, I appreciate it.
The lack of random heat sources is intentional — in a place like Antarctica there wouldn’t realistically be shelters scattered around, and I wanted exposure and navigation to matter. Also, once you leave to complete an objective, the next task is specifically to find the base and return to it, so being able to “randomly” re-enter it wouldn’t really make sense within the flow of the game.
I do agree about the map edges though, and I’ll look into improving that.
Thanks for playing.