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Seat Away is a short experimental game based on choosing a seat in various public spaces. Each level places the player in a different environment—such as a waiting room, a bus, or a cafeteria—and asks one question: where will you sit? The options seem harmless at first, but each choice shifts the space in subtle ways. Some seats lead to isolation, others trigger brief interactions, and a few cause the environment to reset entirely.

No Instructions, No Confirmation

There is no dialogue, no narration, and no objective marker. The game relies on pattern recognition and behavioral observation. Sitting in the same spot multiple times can lead to different outcomes depending on previous actions. Some areas loop, others slowly distort. The rules are not explained, and feedback is minimal. The player must make decisions without knowing their effect until it’s too late to undo them.

One Action, Many Outcomes

Seat Away limits input to walking and sitting, but layers meaning through repetition. The design invites players to pay attention to layout, body language of others, and placement of objects. A seat near a window might result in nothing—or it might cause the scene to shift. A seat close to someone else might create tension or cause that person to disappear. The experience is defined by simple movements in an environment that resists predictability.

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