SOMEWHILE STUDIO  ·  Vertical Slice Reel  ·  v0.4  ·  2026

THE UNINVITED

不在场的人  ·  A Cold War Narrative Sandbox

September 26, 1983. 00:15. A nine-year-old girl walks into a mirror in the Urals.
Seven years pass in a single frame.
She wakes up in Prague — and history has been holding its breath, waiting for her.

Genre Narrative-Driven · Branching · Soft Sci-Fi   Stage Pre-Production   Built AIGC Pipeline
SCROLL
THE PITCH
IN 30
SECONDS

A narrative sandbox set across nine moments of the Cold War, anchored by a girl who lives the same five minutes twice — once at nine, once at sixteen — and a father who has been quietly arranging the world for her arrival.

The protagonist is not a hero. She does not fight, hack, or shoot. She walks through rooms, opens drawers, listens at frequencies, and chooses — not between right and wrong, but between saving a person, saving evidence, and saving a path. None of those choices is correct. All of them shape who she becomes by the season finale.

Built in eight weeks by a director-led AIGC pipeline. 120 locked cinematic stills, full season bible, EP0 (28 min) shot-broken to 19 scenes with 14 interaction beats. Ready for vertical-slice greenlight.

Setting
USSR · 1979–1989
Cold War, eastern corridor
Protagonist
Mira, ages 9 → 16
One mirror-jump apart
Lineage
Witcher 3 · Disco Elysium
Inside · Pentiment
Reference
The Lives of Others · Stalker
Tinker Tailor Soldier Spy
A NOTE — FOR THE READER WHO RECEIVED THIS LINK

If you have made The Witcher 3, Cyberpunk 2077, or are now building Dawnwalker — you have already taught us most of what we know about narrative branching that doesn't insult the player. This deck doesn't try to teach you anything.

What it shows is a different question: how much of a Cold-War-scale narrative sandbox can one director and an AIGC pipeline pre-visualize in eight weeks — far enough that you can decide, in an afternoon, whether the IP and the visual language are worth a vertical-slice greenlight.

We are not asking you to look at AI tools. We are asking you to look at the world, the protagonist, the eight episodes, the choice system — and tell us whether you would recognize this as a sibling to the games you have built. If yes, we'd like to talk about a 5-minute playable opening.

— Fubo  ·  Director, SOMEWHILE Studio  ·  Beijing  ·  May 2026
Worldview
Two forces. Neither is the villain.

The premise is not "save the world." The premise is: somebody has been quietly making sure that ordinary people had the conditions to make their irrational, un-optimized, deeply human choices — and somebody else now wants to stop that. The collision between those two intentions is the only war the protagonist ever sees.

The Watcher · 守望者
The Father's Force
"Protect humanity's right to be wrong."
He does not change history. He does not optimize it. He arranges the room — a cup of cold coffee, a photograph turned three degrees, a door locked from outside, a piece of fig candy left in the seam of a radio — so that, hours later, an ordinary person has the conditions to make their own choice.

Chaotic. Inefficient. Full of mistakes. But every choice was real.
The Corrector · 校正者
The Opposing Force
"Suffering is not a feature. It is a bug."
Not a villain. Genuinely believes it is doing good. Its math is airtight: kill 600M to prevent 1.2B future deaths. Block one telegram, the war ends six months later but with 80,000 fewer dead. Optimized to perfection.

Efficient. Optimal. Zero surprises. But nobody truly lived.

The player never gets a clean answer. By the finale, they have helped both sides — sometimes in the same scene. The question the season actually asks is the question every game studio is now asking from a different angle: when an intelligence can calculate the optimal path for human history, should we let it execute?

EP0 · The Vertical Slice Candidate
An ordinary day. Then the room she lives in stops being a room.

EP0 is 28 minutes of pre-production-locked cinema, broken to 19 scenes across five acts, with 14 interaction beats already designed. It can become the playable vertical slice — the 5 minutes a producer needs to greenlight the rest.

SETTING · Soviet ZATO · Ural mountains · April 1983   PROTAGONIST · Mira Levina · age 9

ACT I  ·  AN ORDINARY DAY

Frost on the Window

A nine-year-old wakes to frost on her window. Her father is silent at breakfast. The bus takes her past monuments she has been told not to look at. The school day is supposed to start the way it always does. It does not.

Frost on window
S-01a07:00 · int.

Frost · A Formula Drawn With a Fingertip

She wakes up and draws on the frost. The shape is not a flower. It's a vector field.

Kitchen wide
A-0407:14 · int.

Kitchen · The Sugar Cube and the Spoon

Father stirs his tea. He doesn't say anything. She counts the rotations.

Watch at 07:00
A-WATCH07:00 · ECU

The Watch · 07:00

Father's wristwatch. Brass case, sweep-second hand, scratch on the bezel. It will become important.

Father silent
A-05b07:21 · int.

The Silence · Father's Profile

He is not angry. He looks like he's already saying goodbye. She doesn't know that yet.

Aerial city
B-00aR07:42 · ext.

Aerial · The Science City

State machine first. Child second. The city's geometry is more honest than its slogans.

Science city panorama
B-05bR07:48 · WS

Science City · Lenin's Unfinished Colossus

Wide. The whole town in one frame. The system she lives inside is bigger than her. The slogan is unfinished, but the apparatus is complete.

Bus window
B-04R07:55 · ext.

Bus Window · Profile

She watches the monument slide past. Her face on the glass. The monument behind it. Two layers.

School arrival
B-05cR308:18 · ext.

School · Oblique Arrival

She reaches school. She does not enter the classroom.

Principal OTS
B-06b08:30 · int.

Principal's Office · The Notice

An adult hand passes a Soviet form to a child's hand. The day's destination has changed.

He left the apartment without turning around. He already knew he wasn't coming back.

ACT II  ·  THE PIONEER PALACE

The Test

She is taken to a Pioneer Palace test. She has been told she is being evaluated for a special program. The test is a card-flipping game watched by an inspector. What happens during the test does not yet have a name. What happens to the room afterward does.

Pioneer Palace ext
C-0110:04 · ext.

Pioneer Palace · Exterior Monument

The building is bigger than the institution it serves. A cosmonaut statue. Boots crushing snow.

Doorway push
C-02a10:18 · int.

The Brass Door

Heavy brass handle. The institution announces itself before any adult speaks. She pushes it with her shoulder. The shoulder remembers, the hand doesn't.

Window seat
C-0310:48 · int.

Waiting · By the Window

Other children are quiet in a way that adults notice. Mira is quiet in a way only children notice.

Test hall
D-01-b11:12 · int.

The Hall · Lateral Reveal

The test room is too clean. The blackboard reads in two languages. Neither of them is for a nine-year-old.

Recorder
D-0411:33 · int.

Round Two · The Recorder

A reel-to-reel begins to turn. The inspector writes one number per card. There are fifteen cards. There should be fourteen.

Card star
D-04-c11:41 · INSERT

Card 7 · The Star

She turns it before the inspector says "next." The room temperature drops half a degree.

Eye switch
D-0511:43 · CU

The Switch · Behind Her Eyes

For 1.5 seconds her face is not the face of a child. The inspector looks up. She looks back.

Heat wave
D-0711:44 · int.

Heat Wave Through the Room

The window frosts crack. The thermometer rises three degrees. No fire. No source.

Alone
D-0911:51 · int.

Alone in the Room

The adults left in a hurry. The recorder is still turning. She is not crying. She is counting.

She did not pass. The test was not actually about cards.

ACT III  ·  THREE CRACKS

The City Stops Working For Her

She walks home alone. The bread shop won't sell her bread. The neighbor doesn't open the door. The radio in her apartment still works — but the seven o'clock broadcast has been replaced by something else, and there is a piece of fig candy in the seam of the dial.

Food store
F-0114:22 · ext.

Crack One · The Bread Shop

Her ration card is no longer in their ledger. The clerk doesn't look at her face.

Mira red eyes
F-0414:26 · CU

The Red Rim of an Eye

Not crying. Just the body's first honest report.

Strange neighbor
G-0215:08 · int.

Crack Two · The Wrong Door

A woman she has never seen opens her neighbor's door. The apartment number on the frame is correct. The family inside has been replaced.

Candy from radio
H-0719:00 · ECU

Crack Three · The Radio at Seven

The seven o'clock broadcast cuts out. A piece of candy falls from inside the radio's seam.

Pebble in wrapper
H-0919:02 · ECU

Inside the Wrapper · A Pebble

Not candy. A small, smooth pebble. Wrapped in a fig candy's wrapper.

Father handwriting
H-1019:03 · ECU

The Wrapper, Reversed

Father's handwriting. Three words she will not be able to read for seven years.

She is nine. The room has stopped pretending.

ACT IV  ·  ESCAPE

Run · The Volga at the Door

She tries the phone booth. KGB officers come up the building's stairs. She hides in the boiler room until a woman she has been told never to trust knocks on the door using a rhythm she has been told never to forget.

Phone booth
I-0119:48 · ext.

The Phone Booth

Glass cracked. Power station humming behind. She dials the number from memory.

First denial
I-0219:49 · MS

"Wrong Number."

The voice is calm and informed. He has been waiting for someone to call this number. He just hoped it wouldn't be her.

Black Volga
J-0120:14 · ext.

The Volga · At the Entrance

Black GAZ-24. Engine running. No one inside. Yet.

KGB search POV
J-0420:38 · POV

Through the Door Crack

Three men. They are not looking for her — they are looking for what her father left.

Boiler room
K-0321:55 · MS

Boiler Room · Between the Pipes

Cold concrete. Wool socks soaked through. The pressure gauge reads 4.2 bar. She counts the gauge ticks.

Pebble on knee
K-03b22:01 · ECU

The Pebble on Her Knee

She has unwrapped the candy. The wrapper is folded in her palm. The pebble is on her knee. She has decided to keep both.

ACT V  ·  THE DOME

The Mirror in the Dome

A woman drives her into the mountains. The drive is long. The conversation is shorter. At the end of the road there is a building that is not on any map, and inside the building there is a room, and inside the room there is a mirror that is not a mirror.

City retreating
L-0122:48 · ext.

The City, Retreating

Tail lights. Sodium-vapor orange. Snow falling slowly enough to count.

Two-shot car
L-0323:02 · 2-shot

"Don't Talk Until We're Past the Dome."

Yelena explains exactly half. The other half is on the other side of the room they are driving toward.

Counting poles
L-0623:31 · CU

Counting Telephone Poles

She does not cry. She counts. This is her body's first language.

Dome first
L-0723:48 · POV

The Dome · First Sighting

Through the windscreen. Snowfield. Moonlight. A geometry that should not be there.

Science center ext
M-0100:02 · ext.

The Building With No Sign

The fence has a star and a book stamped into it. The Soviet education department's mark. It is the wrong mark.

Dome interior
N-0200:08 · EWS

Dome Hall · First Look

White-painted floor lines. A wooden chair with restraint marks. A central plinth, empty. Yet.

Spiral mirror
N-0400:11 · MW

The Spiral Mirror

Kozyrev geometry. Aluminum. Wound like a watch spring. It is reflecting something she is not standing in front of yet.

Reflection delayed
N-0700:13 · CU

The Reflection · Half a Beat Late

She moves her hand. Her reflection moves a half-second after. Then it doesn't move at all.

Watch 00:15
N-1000:15 · ECU

00:15

Father's watch. The hand has stopped. From this point forward in the season, all watches read 00:15.

16yo bench
O-02+ 7 yrs

Prague · A Bench by the River

Her body is sixteen now. Her hands remember how to count. She has not yet seen her face in a window.

Green coat candy
O-02b+ 7 yrs

The Coat Pocket · An Envelope, A Piece of Candy

Someone dressed her. Someone left her instructions. Someone left her a piece of fig candy. Same wrapper. Same handwriting.

Mira looks back
O-03+ 7 yrs

She Turns Around

Cold morning. Wenceslas Square in the distance. The season's first episode begins on her next breath.

She walked into a room at nine. She walked out at sixteen. She does not know yet that the world spent those seven years getting ready for her.

Mechanism B

The mirror is not a mirror. It is a deferred reflection.

Based on the real (and discredited) Kozyrev mirror experiments — Soviet physicist Nikolai Kozyrev's 1950s–70s aluminum-spiral apparatus for "non-electromagnetic information transfer." In the world of The Uninvited, the mirror does not transmit light. It transmits a body — folded across the chronon, held in deferral, then unwound seven years downstream of where it entered.

The protagonist enters at nine. Her physiology, her muscle memory, her counting habits — all preserved. She wakes at sixteen, in another country, with seven years of world-history printed on her without having lived a day of it. Mechanism B is the only piece of soft sci-fi the season permits itself. Everything else is documented Cold War.

Narratively, it solves the protagonist problem the season needed to solve: how does a child see eight historical moments without becoming a mascot? Answer: she doesn't. A nine-year-old enters the device. A sixteen-year-old comes out — and she has to do the rest of the season at her own scale.

OriginKozyrev, 1958–76
MediumAluminum spiral
Effect+ 7 yrs · same body
CostMemory deferral
VisualReflection lags 0.5 s
Sound4625 kHz UVB-76
In-gameEP0 → EP1 hard cut
Player14 EP0 micro-choices forward
Season 1 · Eight Episodes + One Finale
Eight worlds. Eight forms of silence. One sentence at the end.

Each episode is a self-contained world — a different country, a different texture, a different genre. The connective tissue is not exposition. It is props: a wristwatch frozen at 00:15, a piece of fig candy with handwriting on the wrapper, a 4625 kHz hum under every radio scene. The player binds the season together themselves. Nobody on screen ever explains it.

EP1
EP1播 · BROADCAST

Prague Zero · The Last Free Voice

Prague · Aug 20–21, 1968 · Czechoslovakia

The night Soviet tanks roll in, a Czech radio engineer keeps a clandestine station broadcasting from rotating apartment basements. Mira (16, freshly arrived from the dome) must decide which voice gets to keep speaking — and which one she preserves only as evidence.

3 agents Miloš the engineer · The student courier · The lost Soviet tank crewman  ·  Player verb Operate transmitter · re-tune frequency every 20 minutes

EP2
EP2取 · RETRIEVE

Yangon · 13 Seconds

Rangoon · Oct 9, 1983 · Burma

A North Korean assassination team poses as a "Japanese father and daughter" to bomb the Aung San Mausoleum. The South Korean president survives by 13 seconds of traffic delay. Mira arrives after the explosion — to retrieve a contact-point that links her father's old network to a KGB Southeast Asia node.

3 agents Min-soo the Korean attaché · The Burmese hotel clerk · The cleanup officer  ·  Player puzzle Combination lock (digits = 0015) · Morse from postcard pinpricks

EP3
EP3留 · LEAVE

The Tenth Person on the Mountain

Northern Urals · Jan 1959 · USSR (Dyatlov Pass)

Nine hikers die in unexplained ways at minus thirty. Tent slashed from inside. Bare feet in snow. Bodies with internal fractures and traces of radioactivity. Mira is the tenth person — present but unable to intervene. Her task is to leave a record the official report will not.

3 agents Lyudmila the hiker · Lev Ivanov the investigator · The volunteer searcher  ·  Player verb No operation. Only witness. (Designed.)

EP4
EP4连 · CONNECT

Seventeen Days at Gdańsk

Lenin Shipyard · Aug 14–31, 1980 · Poland

Polish dockworkers strike for 17 days. The Solidarity union is born. The seed of 1989 is planted on these gantry cranes. A worker maintains the shipyard's broadcast system — and discovers Soviet listening hardware spliced into it. The signal route shares infrastructure with UVB-76.

3 agents Tadeusz the broadcast tech · A messenger wife · The yard's gatekeeper-priest  ·  Player puzzle Wiretap circuit (cut, short, attenuate, reverse-trace)

EP5
EP5抄 · COPY

The Defector's Notebook

Lubyanka KGB Archive → London MI6 · 1972–1992

Vasili Mitrokhin spent 25 years secretly hand-copying KGB files into thumbnail-sized paper slips, hidden in milk churns under his dacha. Mira moves through his archive room, choosing which page becomes institutional memory and which becomes human memory — and finds her father's name in a folder that should not contain it.

3 agents Mitrokhin · His wife · The young archive clerk  ·  Player verb Index-card lookup (no search bar, only a paper catalogue)

EP6
EP6认 · RECOGNIZE

269 People

Pacific airspace + Sakhalin · Sep 1, 1983 · KAL 007

Korean Air Lines Flight 007 strays into Soviet airspace. Three lives in the cockpit recognize the missile too late. Mira drifts in residual form through the cabin in the three minutes before impact — real-time, no skipping. The episode's only choice: how many of the 240 occupied seats does she look at before the missile arrives.

3 agents The 14C passenger · The Sakhalin radar operator · Major Osipovich (the pilot who fired)  ·  Player verb Sit. Look. Choose how much weight to take with you.

EP7
EP7藏 · HIDE

Bone Records

A Soviet ZATO closed city · 1981–83

A young physicist by day, a bootleg radio enthusiast by night. He cuts Western rock music onto used X-ray plates — "bone records" — because vinyl is forbidden. One night he intercepts a transmission at 4625 kHz that is not music. He writes the digits down. The next morning, his notebook has been moved.

3 agents Alyosha the physicist · Irina the X-ray nurse · The night-shift gate clerk  ·  Player verb Tune the modified radio · find the silences inside the noise

FINALE
FINALE说 · SPEAK

Petrov's Five Minutes

Serpukhov-15 OKO-1 bunker · Sep 26, 1983 · 00:15

Lt. Col. Stanislav Petrov has 300 seconds to decide whether to report what his screen says: five American ICBMs incoming. Reporting them means Soviet retaliation means nuclear war. He doesn't pick up the phone. His report reads "system error · satellite data inconsistency." The real reason was that his daughter Lyuda would also die.

3 agents Petrov · Colonel Kolosov · Technician Ivanov  ·  Player verb 12-character manual input · the tempo of one man pouring tea between bursts of static

FINALE  ·  8 SHOTS · LOCKED

Petrov's Five Minutes

The finale's pre-production is the most complete in the season — 145 locked stills · the entire 28-minute episode broken to the second. A taste of the visual density.

Conductor Check
P-0121:00 · Train

Conductor Check

Boarding · ID hidden in a coin · the courier's first crossing

Grigori's Apartment
P-0422:30 · int.

Grigori's Apartment

Two teacups. The plan is verbal. There is no folder.

The Checkpoint
P-0623:14 · ext.

The Checkpoint

She enters the base on someone else's pass. The guard does not look up.

Two-Tone Wall
P-0723:38 · int.

Two-Tone Wall

The corridor's color line says where you are allowed to think.

12 Characters
P-0900:11 · CU

12 Characters

She types the report. Each character is a tempo judgment between bursts of static.

ПУСК · LAUNCH
P-10a00:15 · ECU

ПУСК · LAUNCH

The screen demands one thing. Petrov has 300 seconds.

The Red Phone
P-10b00:17 · ECU

The Red Phone

He looks at it. He doesn't pick it up.

Last Silhouette
P-11+ years · WS

Last Silhouette

She walks out. The world will never know what was almost done.

He didn't pick up the phone. The world doesn't know. Mira knows.

Cast
Three faces. One absence.
Mira 9
Mira Levina · Age 9
Protagonist · EP0 only
135 cm · auburn bob · square fringe · navy-blue Soviet schoolgirl uniform · red pioneer scarf · grey ushanka · brown shoulder satchel · always carries: a sugar cube, a pebble, a wristwatch she stole from her father

A nine-year-old in a closed Soviet science city. Her father is a physicist. Her mother died three years ago. She doesn't reason like an adult — she repeats things, asks small questions, and counts whatever she can count: seconds, telephone poles, sugar cubes, gauge ticks. She does not cry easily. She gets red around the eyes first, and then she counts.

In EP0 she is taken to the Pioneer Palace for an "inspection," she fails to fail in the precise way the inspector wanted, the room's window-frost cracks spontaneously, the adults leave in a hurry, and by nightfall the city has stopped working for her. She walks into the dome at 00:15. She does not walk out of it. A sixteen-year-old does.

Mira 16
Mira Levina · Age 16
Protagonist · EP1 onward
163 cm · same auburn hair, longer · dark green wool coat · pocket: an envelope and a piece of fig candy with father's handwriting · wristwatch frozen at 00:15

The body that exits the mirror. She has the muscle memory of a nine-year-old and the body of a teenager. She does not remember the seven years that have passed. The world has — and the people she meets have spent those seven years either looking for her, or making sure she would find them.

Across eight episodes, she ages emotionally faster than her body does. She arrives in EP1 thinking the world will explain itself. She leaves EP7 understanding that no one will. She inherits her father's habit — arranging rooms rather than confronting people — and his cost: the people she helps don't know she was ever there.

Father
The Father · "Anchor"
Codename · 47 successful interventions · 1 unfinished
Late 40s · physicist by training · operative by accident · always carries: a wristwatch he stopped himself, a fountain pen, three pieces of fig candy, a small smooth pebble

The Watcher. Not a hero, not a spy. A man whose job is to arrange the room hours before the choice will be made — a cup of cold coffee, a photograph turned three degrees, a door locked from outside, a sugar wrapper with three written words tucked inside the seam of a radio.

He has spent fifteen years quietly making sure that ordinary people, at critical moments of the Cold War, had the conditions to make their irrational, deeply human choices. By the time the season starts, he is on his 48th arrangement. He chose to stop midway. He has been gone for seven years by the time his daughter walks out of the mirror — and the room she walks into is the one he was setting up before he disappeared.

Yelena
Yelena · The Driver
EP0 Act V · returns in EP3, EP5, finale
Mid 40s · grey wool coat · earth-tone headscarf · dark leather gloves · drives a Volga GAZ-24 · explains exactly half of any question

The woman who drives Mira from the apartment to the dome. Her allegiance is never explicitly stated — by the season's end the player should still be uncertain whether she is the second-to-last loyal Watcher or the most patient agent the Corrector ever placed. She uses the same coded knock as Mira's father. She also has access to operations only the Corrector should know about.

She speaks like someone who has rehearsed sentences she'd rather not say. "Don't talk until we're past the dome." Mira doesn't.

Design
A narrative sandbox, three layers deep. None of them are minigames.

The interaction philosophy is borrowed from The Witcher 3's ethic (no choice has a clean right answer), Disco Elysium's patience (most "play" is reading the room), Inside's restraint (the body is the verb), and Pentiment's historical density (every prop is a small archive). Where it differs: each episode also lets the player be three different people in the same event.

Layer 01

Narrative Choice

The skeleton. What you'd expect. Push or don't push. Speak or stay silent.

  • Roughly 2 hard branches per episode — they reshape the next scene's color, not the season's plot
  • Most "choices" are presented without a UI prompt; the act of doing nothing is a choice
  • Time pressure exists only when the diegetic world has a clock (EP6's 3 minutes; the finale's 300 seconds)
Layer 02

Environmental Exploration

The flesh. Each episode has one stayable space. Stay 0 seconds or stay 5 minutes — both are legal.

  • EP0 Mira's bedroom · investigation board · radio dial · drawer of her father's leftovers
  • EP1 Miloš's basement · transmitter · wall map of Prague (12 red pins, 3 blue) · stack of citizen notes
  • EP2 Yangon hotel room 307 · combination lock · ashtray · windowsill dust handprint
  • EP5 The KGB archive itself · dozens of folders · index catalogue · Mitrokhin's desk
  • Finale The corridor before the bunker · the night-shift roster · the OKO poster · the duty-officer's notebook
Layer 03

Operation

The hands. One or two per episode. Not QTEs. Real diegetic actions a competent adult would actually do.

  • EP0 Tune the household radio dial · drum a coded knock
  • EP1 Re-tune transmitter every 20 min to avoid Soviet signal trace
  • EP2 Decode a postcard's pinprick Morse · enter a 4-digit lock
  • EP4 Manipulate a wiretap circuit (4 documented options · 1 hidden)
  • EP5 Look up a folder by index card — no search bar, only a paper catalogue
  • Finale 12-character report input · each character a tempo judgment around bursts of static

Three Axes · No Right Answer

Every meaningful choice in the season collapses to three intentions. None of them is correct. They simply shape who the protagonist becomes by the finale — and which version of her speaks the final sentence.

保人 · Save the Person
protect the human · risk the record
Get the agent off the board safely. The evidence trail goes incomplete. By the finale, Mira is least like her father — least willing to use a person as a means.
保证据 · Save the Evidence
protect the truth · risk the human
Get the document, the recording, the photograph out of the room. The agent is more exposed. By the finale, Mira is most like a researcher — closest to the system, furthest from the person.
保路径 · Save the Path
protect the network · risk both
Sacrifice the local outcome to keep the long-line of arrangements alive. By the finale, Mira is most like her father — willing to trade present pain for downstream possibility.

The Domino System · 7 Micro-Interventions

The father never tells anybody what to do. He arranges seven small things in the environment, hours before the choice. The protagonist (and the player) inherits this method. In the finale, all seven dominoes are visible — the player has been quietly placing them across the season without knowing it.

D-01
The Cup of Coffee
Caffeine — keeps Petrov alert at T+3:00 to spot the data anomaly.
D-02
Photo · 15° Off
Catches peripheral vision. "If the missiles are real, Lyuda dies too."
D-03
+3°C Heater
Sweat → unbutton collar → from soldier to civilian → trust personal judgment.
D-04
One Line in the Log
"Last month — one false alarm." Plants the framework "maybe this one too."
D-05
Door Locked Outside
Cannot delegate. Forces the choice to be his alone.
D-06
Loose Phone Cable
Static delays the call by 30 seconds — history's last grace period.
D-07
The Daughter
Not arranged by the father. Player presence has already changed the system. Pure non-intervention is a fiction.

Cross-Episode Hidden Systems

Three hidden tracking systems run silently across all eight episodes. None of them is required to finish the season. All of them change the texture of the finale's last 300 seconds.

📰 The Press System
Each episode's stayable space contains contemporary local media. Same event, opposite narratives. By the finale you have read the same world told eight different ways.
▲ The Symbol Track
A triangle with a vertical line — Father's mark — appears in 8 hidden locations across the season. Find all 8 → Mira draws the 9th unconsciously in the finale notebook.
🍬 The Candy Trail
Fig candy appears in every episode. Some real. Some only mentioned. Find all 7 → an additional inner-monologue line at the end: "Seven candies. Seven people. Now there is one left."
📻 4625 kHz
Every radio scene carries the UVB-76 hum. Inside it: 0.5-second silences, between which there is a Morse rhythm. Decoded, it reads — "Are you listening?"
Props Bible
Five objects do almost all the worldbuilding.

The season was designed so that no character ever monologues exposition. Continuity is carried by props. Each prop has a precise pre-history (where it came from, who handled it before), a present role (its function in this episode's scene), and a future obligation (where it must reappear). Players who care will assemble the timeline. Players who don't will still feel it.

Watch 00:15
手表 · The Watch
FROZEN AT 00:15
Father's wristwatch. Brass, sweep-second hand, scratch on the bezel. After Mira passes through the mirror, all watches in the season read 00:15 — diegetic but unexplained. Returns in every episode: on Lyudmila's wrist on the Dyatlov mountain, on a passenger's nightstand in 14C, on a Polish dockworker's bench.
"From this point forward, time is no longer the question."
Pebble
糖 · The Fig Candy
SOMETIMES A PEBBLE
Fig-flavored Soviet candy. Father gave it to seven different people across his life. The wrapper is the actual document — the candy is sometimes replaced with a small smooth river pebble, sometimes with a folded note, sometimes with both. Returns in every episode, mostly mentioned in passing by NPCs: "that man — he always brought candy."
A father's grammar for "I was here."
Wrapper handwriting
糖纸 · The Wrapper, Reversed
ON THE BACK · HANDWRITING
The candy's wrapper. On the inside surface, in fountain pen ink, three words. The same three words on every wrapper across the season. They are not legible to a nine-year-old. They are legible to a sixteen-year-old. They are exactly what she could not bear to read at nine.
A document the protagonist outgrows the right to ignore.
Radio dial
4625 kHz · UVB-76
"THE BUZZER"
The real Soviet shortwave numbers station — broadcasting since 1973, never officially explained. In the season, the hum sits under every radio scene at -42 dB. Inside the hum: 0.5-second silences, separated by a Morse rhythm. The headphone player who notices and decodes it gets the season's only fourth-wall whisper.
A sound that is asking whether you are listening.
Mirror
▲ · Father's Symbol
TRIANGLE + VERTICAL LINE
A simple two-stroke mark. Found on the back of Father's watch. Found on the cigarette filter in Yangon's hotel room. Found scratched into a Prague basement transmitter. Found inside the seal of a KGB archive box. Found under seat 14C of a Boeing 747. Eight in total — one per episode. Find them all and Mira will draw the ninth in her own notebook by the finale. She is becoming him.
A signature inherited without consent.
Visual Index
Nine worlds. Nine palettes. No two episodes look alike.

The season's visual logic refuses unification. Each episode commits to a single dominant temperature and a single dominant texture — driven by location, year, and the dominant medium of that historical moment. The result is that no two episodes feel like they could have been cut from the same reel.

EPSETTINGPALETTESIGNATURE TEXTURE
EP0Soviet ZATO · Urals · Apr 1983Frost blue + brutalist grey + sodium-orange nightFrost-cracked window glass · Soviet linoleum · Volga interior
EP1Prague · Aug 1968Warm gold (day) → Cold grey (after tanks)Charles Bridge · T-55 silhouette · café marble
EP2Rangoon + Pyongyang · Oct 1983Tropical gold + Pyongyang ice-whiteAung San pagoda · empty 100m boulevards · paper monsoon
EP3Northern Urals · Jan 1959Pure white + pure black + auroral greenSlashed canvas tent · stars without atmospheric glow
EP4Gdańsk shipyard · Aug 1980Industrial grey + Polish red + church goldGantry crane skeleton · welding sparks · papal portrait
EP5Lubyanka + 1992 LondonDim institutional green + Thames fog greyTsarist insurance building · index card paper · milk churn
EP6Pacific airspace + SakhalinNight blue + radar green + cabin amberBoeing 747 interior 1983 · Soviet PVO bunker · star field
EP7Soviet ZATO closed cityCold grey + lab white + X-ray blueX-ray "bone records" · empty Khrushchyovka avenues
FINSerpukhov-15 · Sep 26, 1983 · 00:15CRT green + alarm redTwo-tone wall corridor · OKO-1 console · phone cable
Tonal Arc
Not a climbing curve. One deliberate breath in the middle.

Episode 4 (Gdańsk) is the season's only victory. It sits between EP3's silent horror and EP6's mass casualty deliberately. The Cold War is not all despair — somebody won, once, and it mattered. Without that beat, the finale has nowhere to descend from.

EP0 · 落选
·· EP1 · 播
··· EP2 · 取
·· EP3 · 留
···· EP4 · 连
EP5 · 抄
··· EP6 · 认
····· EP7 · 藏
·· FINALE · 说
Workflow
From one director's taste to a team's pipeline.

We did not build an AI tool. We built a discipline — a pipeline that takes one director's visual and narrative judgment and propagates it across every downstream artifact: shot list, prompt template, look-dev sheet, asset routing table, episode review board. The taste is set once, at the top. The team executes against it. The deck you are reading is one face of this pipeline. The internal review board is another.

LAYER 01 · TASTE

Director's Cut

A literary treatment + style sheet + DP-grade cinematography decisions. Written once, in markdown. Reusable across every pipeline. This deck is a face of it.

LAYER 02 · TRANSLATION

Shot Breakdown + Prompt Templates

Every scene is broken to a 16-dimension shot table. Every shot has a 5-layer prompt with face-lock / wardrobe-lock / scene-lock references. One director's taste, propagated down to per-shot specification.

LAYER 03 · REVIEW

Internal Asset Review Board

A live HTML board generated from asset routing tables. 9 episodes · 864 stills · current locks vs. deprecated castings vs. open gaps. What the team uses every morning. Bundled with this deck.

Open Review Board →

The pipeline is internal — we are not commercializing it. It exists so that the visuals you saw above are not flukes. Every locked still in this deck went through the same four-lock review (face / subject / wardrobe / scene). Every shot rationale lives in the same shot-breakdown markdown the team consults. The taste is the system. The team just executes against it.

Production
A director-led AIGC pipeline. Eight weeks. One vertical slice.

Not a tools demo. The pipeline exists to compress the most expensive eighteen months of any narrative game's pre-production — concept, cinematic look-dev, character lock, prop bible, scene-level previs — into eight weeks, with one director and a handful of operators. The output is studio-ingestible: locked frames at 2K, scene-level shot tables, a writeable bible, and a residual-system data spec that can route directly into Unreal or Unity narrative blueprints.

120
Locked Cinematic Stills
19
EP0 Scenes
14
EP0 Interaction Beats
8
Episodes Outlined
8 wk
Pre-Prod Cycle
STAGE 01

Brief → Treatment

Director writes literary treatment in Markdown. Reusable across pipelines.

STAGE 02

Style Sheet

DP-grade decisions: lens, color temp, light source, grain. 5-layer prompt structure.

STAGE 03

Shot Breakdown

Director's-cut markdown — 16-dimension shot table per scene. Eight-axis time-track for long takes.

STAGE 04

Locked Stills

Banana Pro · Flux · Midjourney with 4-lock consistency: face, subject, wardrobe, scene.

STAGE 05

Motion + Sound

Seedance 2.0 · Kling 3.0 · Veo 3.1 for motion. ElevenLabs + ACE-Step for VO + score.

CONSISTENCY LOCKDOWN — THE FOUR-LOCK SYSTEM

The hardest problem in AIGC narrative production is character continuity across 100+ shots. SOMEWHILE's solution is a four-lock pipeline: Face Lock (identity), Subject Lock (multi-angle reproducibility), Wardrobe Lock (costume detail across scenes), Scene Lock (location reuse with axis-of-action coherence). Match% scored on a 9-cell grid. The 120 EP0 stills above are all locked at >90% Face Lock against Mira's reference sheet.

WHAT WE'RE ASKING FOR
A read of this deck and a 30-minute call. If the world reads,
a green-light review on a 5-minute playable vertical slice of EP0.

Not investment. Not a service contract. A creative read.
Near
A creative-director-level note on the world: does it read as a sibling to the games you have made? Where would you push it harder?
Mid
If yes: a 5-min playable EP0 vertical slice, 12 weeks, our pipeline + one of your narrative leads as creative consultant.
Far
A full Season 1 production partnership — narrative IP licensed to a studio with the discipline to do it justice. We supply the vision and the pipeline; you supply the scale and the pickup.

SOMEWHILE Studio · Beijing

Director · Fubo. Pure-AIGC production house focused on narrative-driven IP for film and games. The Uninvited is our flagship pre-production project — eight weeks from white page to this deck.