Press kit
Until I'm Out
Everything needed to write about the game. All art and footage may be used for coverage.
Fact sheet
- Title
- Until I'm Out
- Developer
- Until I'm Out
- Genre
- Isometric zombie survival roguelike
- Setting
- A Bangkok condominium tower; the demo covers 21F–23F
- Demo
- Free
- Floors
- 21F–23F
- A run
- 20–25 min
- Plays on
- PC, keyboard & mouse
- Platforms
- Desktop; a browser build for the public demo
- Engine
- Godot 4.7
- Language
- English
- Contact
- Boonpitak Pongtiya
iamrams@hotmail.com
Description
Until I'm Out is an isometric zombie survival roguelike set inside a Bangkok condo tower. Search your neighbours' units, carry what you can, craft from what you find, and fight or slip past the residents on your way down.
You wake up in unit 2101 as the building's PA announces an outbreak. The stairs below are blocked, so the only way out is up: through 22F, overrun and banging behind its doors, and across 23F, where the power is gone and something big paces by the west stairwell. Every apartment door might hide supplies, a stranger's life, or something that used to be your neighbour.
Features
- Every door is a gamble. Listen, look for clues, then decide: open, pry or move on. Wardrobes and bathrooms can hide more than supplies.
- Carry less, choose more. Four pockets, a backpack if you find one, and a weight limit. Tools wear out; proper weapons can be repaired.
- Make do. Turn rags, planks, nails and tape into bandages, barricades and better weapons. It takes a few seconds, so pick a safe corner.
- Noise is a choice. Sprinting, swinging and the revolver all carry. Walkers hear it, bash doors, and come for you.
- Light in the dark. A flashlight with a battery, a lighter with fuel. The top floor has no power at all.
- No two runs alike. Loot, loose finds and walkers roll anew every run. The floors you leave stay exactly as you left them.
Downloads
Screenshots (1920 × 1080)
Unit 2101, 21F. The PA wakes you.
Your own unit, and the nearest tool.
Four pockets, a weight limit, and whatever the wardrobe holds.
Make do: bandages, barricades, better weapons.
Every swing makes noise. Walkers listen.
Bitten.
22F, by the east fire stairs.
22F: the nest.
Grabbed. Mash SPACE.
23F: the emergency lights are dead.
The Tanker paces by the only way out.
The title screen.
Story art (1672 × 941)
Contact
Boonpitak Pongtiya
Press, partnerships, data requests, or just hello.
Credits
Art, design and code made for this project. Sound: Kenney.nl and OpenGameArt contributors (CC0), plus original synthesized cues.






