A security desk where the records may be wrong
The Night Window is a voiced observation-horror game set at the security window of Meridian-17 in November 1989. Visitors arrive with memories and paperwork that almost match the record. The player inspects the person, works through form 17-B, checks the census terminal, asks questions and decides what to do.
The campaign progresses across seven nights, with recurring residents, branching outcomes and an endless queue for replay. The first new game uses a guided shift so the interface and the decision process can be learned in context. The story and its records are fictional.
An interface-driven application, not just a scene
The game uses documents, a terminal, portraits, dialogue and forms as interactive tools. Its source separates the interface, logic, assets and design records into an inspectable bundle. That makes it a useful example of how SoftN can support a narrative state machine as well as a business dashboard.
Spoken content is also available as on-screen text. Settings include separate voice and effects volume, captions and reduced motion. The phone layout reorganises the desk into tabs and a bottom-sheet form rather than shrinking the desktop into an unreadable miniature.
Source, validation and media provenance
The repository includes bundle builders, structural validation and deterministic logic tests, alongside evidence from runtime playthroughs and layout checks. The release process builds the archive, verifies its manifest version and publishes a checksum with the playable bundle.
Original story, characters, illustrations and interface are accompanied by generated voice and sound assets described in the project notices. Review those credits when reusing material. The application’s source and the platform runtime are separate projects with their own release lifecycle.
Play it or study the interaction
Download TheNightWindow.softn from a release and open it with the SoftN runtime’s file picker. For development, build and validate the repository, or use its documented installation helper with a local SoftN checkout.
For a first source-reading pass, follow one visitor from the opening dialogue to the filed form and final decision. It is a concrete example of persistent state, conditional interface updates and timed media sharing one portable application.
Common questions
Does the game require a separate game engine install?
The published bundle runs in a compatible SoftN runtime. Use the project’s current release and runtime instructions.
Is the voice required to follow the story?
The project also presents spoken content as on-screen text, with captions and volume controls.
References & source
Read the project’s own documentation for implementation details, current releases and supported boundaries.
This overview describes the documented project scope. Check the linked source, licences and release notes for the exact version you plan to use.