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FIND ME

An AI-driven psychological micro-horror game: after a catastrophe, human-like impostors walk among the survivors. Guard an isolated shelter for seven days, question every visitor, and decide who comes in, who is turned away, and who dies.

Author: STILL HUMAN
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Description

FIND ME is an AI-driven psychological micro-horror narrative game. After a catastrophe makes identity impossible to trust, human-like impostors begin infiltrating the communities that remain. You guard an isolated shelter and must face a series of unknown visitors over seven days. Through open-ended conversations, you probe their memories, emotions and inconsistencies, judge whether they are genuine humans or creatures learning to imitate them, and decide whether to let them in, turn them away, or kill them.

Every NPC is powered by an AI model and has a distinct identity, history and emotional response. Instead of fixed dialogue trees that lead to predetermined answers, conversations evolve through suspicion, trust and persistent questioning. A hesitation may reveal a lie, or simply fear. An answer that sounds perfectly human may be the most unsettling of all.

It is made for players who enjoy narrative games, psychological horror, social deduction and AI-powered interaction. Rather than jump scares, it builds tension through uncertainty, silence and irreversible decisions: letting an impostor live may endanger everyone, but killing an innocent person leaves a different kind of consequence.

Surviving seven days means winning, but the game asks a harder question: when suspicion is safer than trust and cruelty is more efficient than compassion, what are you willing to become in order to survive? This gift for staying human is not a reward for remaining perfect or innocent. It is the small part of yourself you manage to preserve for the person who must go on living after the horror ends.

Everything in the game was made during the hackathon. It uses a large language model, so an internet connection is required to play.

How Tripo was used

Tripo is the core tool behind the game's 3D asset production and the driving force of its 3D visuals, not just a source of reference.

  • Scenes and characters: the team generated the game's environments and character models with Tripo, quickly turning concept designs into base 3D assets, then adjusted them for gameplay and art direction and brought them into the engine to work with level building, lighting, animation and interaction systems.
  • A complete pipeline: built into the whole asset pipeline, Tripo noticeably shortened the path from creative design to in-game implementation and let a small team deliver characters and environments in a consistent style within limited time.

Trailer

Watch on bilibili