Screenshots
Inside Inhabitant.
A closer look at the house, its objects, and the spaces the player will explore.
The story
A house full of things that were never really left behind.
What begins as a return to an old family home slowly becomes an excavation.
Photographs, notes, locked rooms and ordinary objects begin to form a history
that is incomplete, intimate, and increasingly difficult to ignore.
In Inhabitant: A Family Curse, the past is not delivered as a clean
account. It survives in fragments. You inspect the house one object at a time,
piecing together the people who lived there and the events that still seem to
occupy its rooms.
Family archive — names, places and dates do not always survive together.
The Widmore family
Every family keeps a version of itself.
The Widmores are remembered through what remains inside the house rather than through
a single reliable history. Their photographs are still framed. Their possessions are
still where someone left them. Their names surface in clues that were never meant to
become evidence.
The deeper you move through the property, the more the line between family memory and
family mythology begins to blur. A photograph may tell you who stood together, but not
what happened after it was taken. A room can preserve the shape of a life while hiding
the event that changed it. The Widmore story is built from those absences.
The house
Nothing here feels entirely abandoned.
The rooms are quiet, but they are not empty of intent. Objects have been arranged,
photographs preserved, doors locked. The house asks you to look closer before it
allows you to understand anything.
Theresa
A name that feels familiar before the memory does.
Theresa is one of the first people to emerge from the house as more than a face in an
old photograph. The recognition is weak — almost second-hand — but it is enough to make
the image personal.
“Arthur... and Theresa. I barely knew them. I think I saw her once,
at a family gathering... years ago.”
Fragment of memory
The photograph gives you names. Not answers.
Theresa exists first as a trace: a remembered encounter, a face attached to the
family, and an uncomfortable sense that the player has seen less of this history
than the house has.
From archive to character
Old photographs become part of the fiction.
The visual language of Inhabitant treats family photography as more than
decoration. Faces, proportions, clothing and imperfections from old images feed the
process of rebuilding people who now exist inside the game's world. The result is meant
to feel less like a clean historical reconstruction and more like a memory given form.
Inside the house
The story is hidden in things you can touch.
Exploration, environmental puzzles and inventory interactions turn ordinary objects
into pieces of the family history. A key is not only a key. A photograph is not only
decoration. A locked door is a promise that something was deliberately kept apart.
Object / Basement Key
A scratched key with a worn tag marked “Basement.”
Inventory / Use
What you carry changes what the house will let you reach.
Below the house
The basement was locked for a reason.
A strange note on the basement door points elsewhere in the house. Following it
turns a simple search for a key into something more deliberate: someone left a
trail, and someone expected it to be followed.
Development updates
Stay close to the house.
Join the Silvery Games mailing list for occasional updates on
Inhabitant: A Family Curse, new material, and development news.
A first-person psychological horror game combining intimate exploration,
environmental puzzles and limited-resource tension with a family mystery
that unfolds room by room.