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Thunderhead

Game description:

Thunderhead begins inside a van with a delivery task assigned. The job is routine: bring milk and orange juice to specific homes in a small town. The road to Thunderhead is long but uneventful. As the town appears, something is off. There is no traffic, no sound, no visible people. The delivery list remains active, but there is no one to receive the goods. The player exits the vehicle and enters homes, each more empty than the last. Nothing in the game directly addresses what happened — clues must be gathered by moving through what was left behind.

Finding Structure in Stillness

The layout of the town is functional. Buildings are placed along roads that lead to residential zones, a cemetery, and a central square. The van can be driven between these areas, and each delivery leads to another space to inspect. Items in the homes suggest a recent change. Lights are still on. Some doors are unlocked. In one place, a radio plays. The player’s only tool is observation. There are no enemies, no dialogue trees, and no active threats — just a sequence of spaces connected by their emptiness and by the mystery of a hill near the edge of the town.

Key Elements of Gameplay

Thunderhead includes:

·         A delivery van used to travel between areas

·         First-person movement through empty indoor and outdoor spaces

·         Non-linear progression with optional exploration

·         Environmental storytelling using props and layout

·         A setting centered around a mysterious geological formation

Each element is presented with minimal instruction, encouraging players to discover patterns and meaning independently.

Signals Beneath the Surface

One landmark becomes central: a hill that appeared without warning near the cemetery. As players complete deliveries and explore more areas, references to this hill appear repeatedly — not directly, but through notes, arrangement of objects, and landscape changes. The hill becomes a symbol tied to the disappearance of the town’s population. Nothing is explained openly. The more players move between locations, the more they must decide how these pieces connect. The game’s pace stays consistent, letting players choose how deep they want to investigate.

An Ending Without a Voice

Thunderhead concludes in the same quiet tone that defines its opening. Once deliveries are completed, the van waits. The player can continue to explore or leave. There is no explicit resolution, only the presence of space once filled and now changed. The task is technically finished, but the outcome of what was seen stays unresolved. Thunderhead focuses not on answers but on how places can change meaning when people vanish and nothing is said. The result is a route completed through territory that now follows no familiar rule.

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