What If Grief Could Rewrite Reality? Announcing Impermanence - A Narrative Sci-Fi Horror Experience

Bad Choices Loud Noises and Duckosaurus Games have revealed Impermanence, a narrative-driven sci-fi horror game centered around grief, obsession, and the unnatural act of trying to hold onto what should be gone.

Announced during Future Games Show Summer Showcase 2026, the debut teaser brings players into the abandoned Orpheum theatre, where a grieving scientist attempts to reconstruct his son’s spirit through sound. But as he traps echoes of life, he awakens a greater force: the universe’s need to let go.

Blending atmospheric psychological horror with tactile sound-driven interaction, Impermanence focuses on tension, decay, and emotional unease rather than traditional combat or gore.

Impermanence - Official Announcement Trailer:

About the Game
The Orpheum theatre should have stayed abandoned. Instead, you return night after night, carrying boxes of toys, photographs, trophies, drawings, fragments of a life, rebuilding your son’s room beneath the theatre’s dead stage lights.

You tell yourself it’s science. That you will fix it. Through sound, you begin pulling something back from the static. Tiny motes appear in the air. Echoes answer your voice. But something else is listening too.

Impermanence is a first-person narrative horror experience about grief, obsession, and the act of refusing to let go. Transform a decaying concert hall into a shrine to memory. Use the principles of acoustic levitation to stabilize fragile fragments of presence. Hold on as a force older than grief pushes back.

There are no weapons. No monsters waiting in the dark. Only the slow realization that the world is trying to correct what you’ve done.

Key Features

  • Use acoustic levitation principles to attract and lock spirit fragments in place.

  • Build a shrine from a child's belongings. What you place, and where, determines what answers.

  • Fight entropy through light, sound, and the obsession of a father trying to right the ultimate wrong.

  • Psychological horror built on tension and emotional unease. No combat, no gore.

  • Multiple endings determined by how far you're willing to go, and what you're willing to lose to get there.

8. Juni 2026, von Thore Varga