Episode 01: Return to Hashima
Mystery emergence from mine darkness, Building 30 typhoon, shrine choice, festival revelation
Darkness and Distant Light
Visual Description
Near-complete darkness. The frame is dominated by black — textured darkness suggesting enclosed space. A single point of warm light glows in the distance, small but intensely warm against the void. This is the player's first moment of consciousness.
Starting SFX: Silent aside from the distant faint sounds of tools striking work, of mining underway. Starting IMAGE: Complete DARKNESS.
Emotional Beat: Disorientation and Curiosity. The player awakens into mystery. No context, no explanation — only darkness and a distant invitation. The voice speaks through the CREAKING OF ROCKS (SFX).
Script Cues: 1–4
Following the Tracks
Visual Description
Mine railway tracks stretching into darkness, lit by flickering wall-mounted bulbs strung along the tunnel ceiling. The tracks are the only navigable path. Rough-hewn rock walls press in on both sides.
A distant light appears. Small lights along the wall FLICKER ON (LFX), leading forwards to the light in the distance.
Audio Design
The Coal Miner's Song in Kyushu (炭坑節) fades in — distant and tinny at first. The player begins to hear singing in the distance.
Emotional Beat: Guided Mystery. The player is not alone. Someone — or something — is leading them forward. Trust begins to form.
Script Cues: 5–9
The Lift Cage
Visual Description
Industrial mine lift cage at tunnel's end. Vertical shaft rises with natural daylight filtering down from above. The lift is old but functional — metal grating, wooden planks, safety rails worn smooth.
The song now sounds like it's coming from above. Abandoned tools lie near the lift.
Interaction: Abandoned Tools
If the Player interacts with abandoned tools near the lift:
Interaction: Lever
The Player interacts with a LEVER (OBJECT), starting the lift. As the lift rises, the song grows LOUDER.
Emotional Beat: Anticipation. The voices are near. The answers are just above. The player and First Voice share a mounting hope.
Script Cues: 10–15
Surface Emergence
Visual Description
Emerging from mine lift into harsh overcast daylight. Abandoned colliery buildings surround the player. Complete stillness. No birds, no wind — an impossible quiet.
Critical moment: As the lift reaches the surface, the song CUTS OUT. There is no one there, no one around.
Emotional Beat: Abandonment and Mystery. The hope built in the mine is immediately dashed. The island is empty. Where did everyone go?
Script Cues: 16–17
Bootprints Discovery
Visual Description
BOOTPRINTS in the coal-dusted dirt — a whole crowd of them, leading away from the mine and towards Building 30. Evidence of recent presence. Someone has walked this path before the player.
Optional Interactions
The colliery surface offers several optional discoveries:
Interaction: Map of the Island
Interaction: Colliery Ruins
Interaction: Lump of Coal
Script Cues: 18–21
Approaching Building 30
Visual Description
Building 30 exterior — "Glover House." Storm clouds gathering above. Japan's first reinforced concrete apartment building (1916) looms ahead. Seven stories, L-shaped, a monument to early industrial architecture.
The bootprints lead directly to the front door and stop.
Optional Interactions (Continued)
Interaction: Toward the Ocean
If the Player walks toward the ocean, following a single pair of boot prints that split off:
Interaction: Fishing Rod
At the seafront, an abandoned fishing rod with its line running out to sea:
Approaching the Door
While following the path toward Building 30, First Voice hums 炭坑節.
Script Cues: 22–25
Inside the Ruins
Visual Description
The Player is suddenly transported inside Building 30 — empty and collapsing. Crumbling plaster, exposed rebar. Decaying corridors.
WHISPERS and HURRIED FOOTSTEPS (SFX) rush by overhead, leading into a ROOM on the floor above, where a light is turned on, bathing the doorway in warm inviting yellow light.
Ascending the Staircase
As the Player ascends toward the light, the SOUNDS OF THE TYPHOON (heavy wind, heavy rain) intensify.
Interaction: Posted Notice
In the corridor: a POSTED SIGN announcing the end of production and the date for everyone to leave.
Script Cues: 26–29
The Furnished Room
Visual Description
The impossible: a FULLY FURNISHED 1970s Japanese apartment, as if the occupants just stepped out. Tatami mats, low chabudai table with tea set, TV in corner, radio playing softly, futon neatly folded, family photographs on walls. Warm tungsten light fills the space.
- 6+4.5 tatami layout (typical Hashima apartment)
- Period furnishings: TV, radio, tansu chest
- Personal items: children's toys, newspapers, tea set
- Shoji screens closed against the storm
The sounds of the storm are slightly muted inside.
Interaction: Work Boots
A pair of WORK BOOTS, battered and worn, black from coal dust:
Emotional Beat: Time Capsule and Impossible Presence. This room exists outside of time. The warmth is both comforting and deeply unsettling — who lived here? Why did they leave everything behind?
Script Cues: 30–32
Radio and Warmth
Interaction: Radio
A RADIO is playing 'The Song of Bathing in the Hot Spring'. Interacting with it:
Radio: Second Station
If the Player changes the radio to a different station, 'The Coal Miner's Song of Joban' (常磐炭坑節) starts playing:
If the Player leaves the radio on while exploring, First Voice hums along.
Radio: Third Interaction
If the Player interacts a third time, they hear a burst of STATIC and a voice, before the radio goes DEAD:
Additional Room Interactions
Interaction: TV Set
Interaction: Tea Set / Table / Cushion
Script Cues: 33–38
TV Static Revelation
Interaction: Notes on Table
Papers/notes on the table. Written on one note: "Remember to re-set antenna after the typhoon, winds will have changed it's direction."
Written on another note, in different handwriting: "Emergency broadcast advised evacuate to mainland. Have left for earliest boat already. Stay safe."
Interaction: Shoji Screen / Window Shutters
The TV Activates
After exploring the room, the main light SWITCHES OFF and the TV SWITCHES ON — sending black and white STATIC into the room (LFX/SFX), accompanied by a voice that crackles with the same static:
TV Broadcast
The TV plays an image of Hashima Island FROM ABOVE — a bird's eye view of the island in the midst of the storm:
Emotional Beat: Confrontation. The Second Voice represents resistance to inquiry — a warning against uncovering the past. The player must TURN THE TV OFF to progress.
Script Cues: 39–45
Shrine at Sunset
Visual Description
The Player is transported to the Shrine — the highest point on the island. The storm has passed. Sun setting. Sky dramatic with orange, purple, gold. Strong wind (SFX).
Stone stairs ascending. The mikoshi (portable shrine) visible at the top, gleaming in golden light.
Emotional Beat: Competing Voices. First Voice wants knowledge; Second Voice warns against it. The player is caught between two perspectives on historical inquiry.
Script Cue: 46
Festival Below
Visual Description
Time leaps ahead. Night. The shrine is now dark — the MIKOSHI IS GONE. Below, the island is alive with movement. VOICES CHEERING, SINGING (SFX).
From the player's vantage point high above, large crowds of people can be seen moving through the streets, following the mikoshi as it is paraded around. Lanterns light the procession.
Response Varies by Player Choice
If player answered: "Somewhere you lived and worked long ago."
If player answered: "I don't know. Not yet."
If player answered: "Hashima."
Emotional Beat: Revelation and Connection. The island comes to life. The player witnesses what was — a community celebrating together. First Voice begins to remember.
Script Cues: 51–52
Fireworks
Visual Description
FIREWORKS (LFX/SFX) explode in the sky above the island. Brilliant colors against the night — gold, red, white. The silhouette of the island is briefly illuminated with each burst.
The festival continues below. The mikoshi procession winds through the narrow streets. The player watches from above.
Emotional Beat: Beauty and Longing. The fireworks are both celebration and elegy. First Voice's desire to know more is now tinged with emotional connection to what they're witnessing.
Script Cue: 53
Darkness / Ending
Visual Description
CUT TO DARKNESS. Complete black — echoing the opening. The experience ends as it began: in the dark, with a voice, with a question.
Credits
FINISH — CREDITS — RETURN TO MAIN MENU
After completing a playthrough:
- Starting SFX changes to 'The Coal Miner's Song in Kyushu'
- Starting IMAGE changes from darkness to an external shot of Hashima Island
- ARCHIVE becomes accessible from the pause menu
- "HASHIMA" becomes available as a choice option
Emotional Beat: Invitation. First Voice asks the player directly — will you continue? Will you help uncover this history? The question lingers as credits roll.
Script Cue: 54