Front desk
The first contact with the library. Counter, old cards, borrowing records, and objects left behind.
independent narrative game
The library still keeps stories.
After her mother’s death, a woman returns to her hometown to organize the old library her mother cared for during most of her life. Among forgotten books, photographs, letters, and old records, she begins to understand a person she can no longer ask questions to.
“Some people leave. Some stay. Some somehow do both.”
01 — The book
Tinea is an independent narrative game currently in development.
The story follows a woman who returns to her hometown after the death of her mother. What was supposed to be just a few days organizing an old library gradually becomes a journey through memories, forgotten objects, and small traces left behind by people who passed through that place over decades.
The game uses exploration, environmental storytelling, and subtle psychological suspense to tell a story about memory, grief, and the way people continue to exist through the things they leave behind.
Instead of focusing on combat or constant action, Tinea invites the player to observe, explore, and understand the stories hidden among shelves, photographs, letters, and old books.
02 — The library
The library is not only a setting. It works as an archive of small lives, keeping objects, records, and ordinary moments from ordinary people.
The first contact with the library. Counter, old cards, borrowing records, and objects left behind.
Tall shelves, silence, old wood, and books that seem to take up more space than they should.
Drawings, school books, forgotten toys, and memories of children who grew up inside that space.
The most intimate place in the library. Letters, notes, photographs, and personal records from Maria de Fátima.
Old boxes, donated books, incomplete files, and things that may have been kept for too long.
03 — The archive
In Tinea, collectibles are not there only to be found. Each object is a memory, a fragment of someone, a small mark left inside the library.
Old photos with handwritten notes on the back. Some capture simple moments. Others seem to hold something left unsaid.
Donated, borrowed, or forgotten books. Some carry dedications, markings, folded pages, and small traces of those who read them.
Tickets, pressed flowers, notes, shopping lists, and small pieces of paper used to mark pages.
Records of everyday moments written by Maria de Fátima, the former librarian.
Paintings made by children, portraits, old phrases, and images that reveal the library’s connection with the community.
A forgotten coat, a recipe, a bingo card, a plush cat. Small things that remain.
04 — Philosophy
Tinea believes small objects can tell large stories.
The library is not only a setting, but an archive of lives, affection, and absence.
Every photograph, letter, dedication, or annotated book represents a trace left by someone.
The player is invited to observe, return, reread, and slowly assemble the stories.
Not everything needs to be explained in order to be felt. Some memories remain in what was never said.
05 — Atmosphere
Rather than constantly trying to scare the player, Tinea seeks to evoke a lingering feeling of nostalgia, silence, and quiet unease.
The library is both welcoming and unsettling. A place where the scent of old books, rain against the windows, and forgotten objects seem to preserve memories that refuse to disappear.
06 — The uncanny
In Tinea, suspense does not exist to replace melancholy. It appears quietly, like the feeling that something changed while no one was looking.
Discomfort comes more from observation than from direct jumpscares.
The library seems to react to what has been seen, read, and remembered.
Some details may feel different as the protagonist progresses.
Not everything needs to be explained in order to be felt.
This section avoids specific details in order to preserve the game experience.
07 — Book of Records
Throughout the game, the Book of Records works as a readable object: an old notebook left inside the library, filled with notes, names, and small events recorded over the years.
By the end of the experience, a new possibility appears. The player may leave a small trace of their own, as if they had also passed through that library.
This idea is still in development, but it comes from the desire to turn the act of playing into one more memory preserved by the space.
08 — Inspirations
Tinea is inspired by works that tell stories through small details, objects, environments, and silence.
For its environmental storytelling and the way objects and spaces reveal family histories.
For its contemplative pacing, everyday details, and the emotional weight of photographs, choices, and memories.
For their relationship between memory, affection, loss, and small scenes capable of carrying deep emotion.
For their symbolic approach to pain, trauma, grief, reconstruction, and feelings that are difficult to name.
For its emotional journey and the idea of transforming internal conflicts into game language.
For its atmosphere of suspense, observation, and exploration of environments filled with quiet tension.
For their psychological suspense, strangeness, and discomfort created more through atmosphere than direct scares.
For their slow pacing, human relationships, and appreciation for quiet everyday moments.
09 — Journal
Initial project organization, Obsidian structure, and writing of the first story moment, focused on the protagonist’s arrival at the library.
Creation of the first playable version, with movement, an interactable object, and a functional text box.
Creation of the first version of Tinea’s official website, with rain, library atmosphere, archive, inspirations, and project presentation.
Initial library prototype in Godot, with interaction, object reading, and first atmosphere elements.
10 — About the project
Josiane Bueno
Tinea is a personal project in development, created as an exercise in narrative, programming, game design, art direction, and memory.