Project Numervit is the codename of an adventure game for Windows PC.
In the game the player will be asked to guide the main character through his every day work and life, while trying to unravel some of the mysteries about the world and himself. The game is a combination of three modules. A puzzle mechanic module, the adventure module and the analysis module. These three modules will work in unison to create a whole that incorporates a day in the life of the main character.
Despite combining known genres, the game isn't based on the static design of a classic adventure game, where progress is defined by the solution of a traditional adventure puzzle. Instead, the game time rolls day by day, forwarded by the player via turns.
Project Numervit will take place in the span of two years and is centered around the protagonist's life. Each day will be one turn and when the full 730 turns are complete the game ends, regardless if the player has been successful in the game or not.
The day of the character is divided in three segments, comprised of 8 hours each.
The first segment is his day to day job as a warehouse controller, where he is tasked with packing and delivery of orders with the help of a droid. His work is to indirectly control that droid by his main board in order to pick up and pack the orders, while also be in charge of loading and unloading cargo via a series of a simple but deep physics mechanic. The player also has to juggle with the warehouse's budget, meet deadlines and occasionally interact with with his co-workers.
The adventure segment -dubbed "free time"- comes after work, where the player is free to explore the world in traditional 2D adventure style. In this segment -and based on the progress in the story- the player will be able to visit various places, talk to various characters and solve puzzles, in an effort to find out more about the world. If the player is unable to solve a puzzle or gather enough information to go on, he always has the option to forward a day, hoping that tomorrow may bring him a clue or a hint for help.
The analysis segment also happens during the free time. Here the player must spend some game time to analyse data he has gathered by global news sources, information given by NPCs, his own journal and newly found clues provided by solved puzzles. By a simple drag 'n drop mechanic he will be able to create new entries by combining words and phrases he thinks relative which may or may not result in new discoveries, new places to visit or new NPCs to talk to.
The time is passing during all these activities, so the player must always decide on where to spend his time.