From theme to rule of play
Since
Flight From Room 13, we have cared about what goes unheard between people. In
New World, we turn "understanding" from a theme into a rule of play: two players enter separate roles, see different information and carry their own tasks — and each answer, judgment and choice changes what the other faces next.
Conversation is no longer around the game; it is the game.
To test that bond, we send both players back to 1941 Shanghai — a story of identity, lies, evidence and protection. From probing each other to improvised cover stories, from splitting up to saving each other, two people must trust across incomplete information and share the consequences of every choice. History here isn't a backdrop to look at, but a predicament two people walk through.
Screens are our generation's most familiar companionship — and also a familiar distance: two people together, each absorbed in a world of their own. Our hope is that these two screens become a bridge — plan together, err together, save each other — and leave you with a memory only the two of you understand.
May everyone who enters New World be no one's audience and no one's sidekick, but the irreplaceable lead of each other's story.