The main character Emily is a fragile girl living a peaceful life. Her anti-violence beliefs do not allow her to handle weapons with confidence. With each shot/strike on an opponent, Emily does minor damage to herself. As her defeated opponents and violent choices increase, her nature changes - damage to self/opponent changes for the better, but distances her from a good ending and changes her appearance.
Light in the darkness
The flashlight attracts the attention of monsters, but allows you to get a better look around. It is not desirable to use in stealth.
Soothing melody
Music - sometimes Emily can turn on music on her phone, to replenish morale. But this causes the monsters on the location to move closer to the heroine, increasing the danger.
Hypnosis
Bell Pendulum - In extreme situations, Emily can use a pendulum designed for patients. It stops enemies while allowing slow movement. Used to escape from being surrounded by monsters, great reuse time.
Small bag
The heroine's inventory is extremely limited. A total of four boxes are available, which include weapons, medicines, ammo and batteries. Documents and notes, key items do not fall under the restriction.
"You're a soldier just like them"
As the plot develops, depending on the choices, the heroine's appearance may change in a negative way - she becomes rougher, and the traits of a soldier become more and more apparent in her. This affects the final dialog.
Discreetness
The heroine can sneak, crawl under objects, or hide behind cover. If you have very low morale, the heroine will be frightened if a monster is nearby and will give away its location.
Last call
The phone is important to the final ending. Trying to call home and looking at the photo of loved ones allows you to save yourself.
Remember this place
Saving - is done through a photo of the place of saving. There must be a landmark nearby, otherwise you will not be able to save.
Death is not the end
Dialogue choices that affect the fate of characters affect the last chapter "hospital". In addition to the permanent ghosts, named ghosts of those affected by the player's negative choices are added. This makes it much harder to get through without combat, making the transition from negative character to positive character more difficult. The ghosts in the hospital are immortal. They are temporarily incapacitated when forcefully resolving a problem; when positively resolved, they are kept at a distance by the light of a flashlight.
Uncertain value
Commemorative items, provided they are collected, make it easier to get a positive ending (add percentages) The player can also collect soldier tokens hidden throughout the locations. Complete collection will trigger a special cutscene and a bonus item.
I was different
As a bonus of completing the game, Emily can get additional looks on replay: field medic, police officer. Each look comes with a unique starting weapon.
Items
Flashlight
Lights a small area in front of the player. Consumes batteries (1 battery - 3 minutes of light). The light attracts monsters nearby.
Rusty pipe/wooden pole
Starting Weapon. Slow speed, low damage, medium range.
Old bayonet knife
Medium speed, medium damage, short range.
Colt pistol
Slow speed, medium damage, long range.
Pistol bullets
Rarely encountered, packs of 7 pcs. Limit in inventory - 14 pcs.
Old rifle
Extremely slow speed, high damage, long range. Comes with a set of 10 rounds, which are not found anywhere else.
Hypnotist's pendulum
Once when visiting a location, allows you to stop enemies for a short time. Does not affect bosses.
Stones, bottles, cans
Can be used as a throwing weapon. Slow speed, low damage, medium range.
Battery
Rarely found, they provide a charge for a flashlight. There can be up to 3 pieces in a cell.
Phone
Motorola RAZR V3, accessible from the menu. Contains the ability to call loved ones, camera (for saving), Emily's notes, photos of relatives, player with music (2 songs, turning on closes the menu and makes Emily sit down).
Bonus weapons
Police baton - medium speed, low damage. Does not deal damage to itself. The starting weapon in the look of a policeman.
Large syringe - high speed, very low damage. Does not deal damage to self. Occasionally breaks, forcing you to change the needle (Emily stands still during the replacement). Initial weapon in the look of a field medic.
Medpack
Fully restores health and slightly restores morale. Rarely encountered, takes 2 pcs per 1 slot.
Restores a portion of health, slightly lowering morale. Rarely encountered, takes 2 pcs 1 slot.
Flare gun
Used only in a boss battle with a "bomber" to stop its flight. It has one charge, after which it is discarded. It can only be found at location "Ground Zero".