Nothing reaches a new place until someone goes there first.
A narrative RPG in 90s isometric pixel art. Lillie has found the one way humanity could outgrow a finite world — and she has to build it before the world closes around her.
The game
Auxanō is Greek for “I grow.” The game is about humanity outgrowing a world that has stopped making room for it.
Lillie is twenty-four, a physics PhD student who lives with her family in an old warehouse flat in Wapping, the Thames outside the window. A result on her bench refuses to go away, and it points somewhere impossible: a pair of boxes that share one place across any distance. To build it she will need the trust of the people around her, money she doesn't have, a datacentre in Iceland — and a mind bigger than her own.
Meanwhile the world has its own clock. Wealth piles up a little further every year, and the city shows it: bus lines are suspended, shops shutter, the streetlights go out. Every big thing Lillie does moves that clock. Exploring never does — take as long as you like.
“Everyone in this game wants something, and almost nobody tells you what. Learning the gap is the game.”
What's inside
Type what you want to say. Every character answers in their own voice, with a face that reacts — and remembers how you treated them.
You can't talk your way past anyone. People open up to what you do: the favour, the gift, the evening you gave up for someone else.
London and Reykjavík in hand-lit pixel art. As the world tilts, the same streets dim, shutter and empty — with no loading of a different map.
Some errands can't both be done. Nothing fails — but what you choose decides which of eight endings you're capable of reaching.
Bus stops, flights and departure boards. The map only shows what someone has told you about — the world grows as you learn it.
Every key character has their own theme, and each place its own tune.
Who you'll meet
Work in progress
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