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Enter the world through deliberate prose, characters, atmosphere, and ideas.
Independent story + technology studio
Sick Day Interactive is an independent story and technology studio exploring new ways to experience a story—through the page, the screen, and possibly the world itself.
01 / Why Sick Day?
Sick Day Interactive creates experiences for those moments when you need an escape.
Places to disappear into. Worlds to explore. Stories that ask you to look more closely, follow your curiosity, and participate in what happens next.
The world—ordinary as ever—will probably still be there when you return.
02 / What we are creating
Interactive novels
We are currently developing the first titles for our interactive novel catalog.
An interactive novel is not a game interrupted by reading. It begins as a story. Then, at the right moment, the story opens.
Enter the world through deliberate prose, characters, atmosphere, and ideas.
Complete what the screen leaves unfinished. Give the world weather, distance, memory, and life.
Navigate illustrated story environments and uncover what has been hidden.
Make decisions. Solve puzzles. Survive encounters.
Enter the story.
03 / Current work
In active development · Private testing
Akami lives in a world where people do not question the system.
It keeps the water flowing, the lights on, and its people safe. Then one night—one moment—changes his world forever.
This is Akami’s story. A journey through control, loss, survival, and awakening—and a return to confront the system that once taught him never to question it.
Illustrated environments · Hidden discoveries · Narrative decisions · Puzzles · Story-driven combat
04 / The studio
Beyond the page
Interactive novels are where we are beginning. They are not where we intend to stop.
Sick Day Interactive is exploring how stories can move between different forms while remaining connected through character, atmosphere, ideas, and participation.
Different forms. The same invitation. Step inside.
05 / R&D
Research concept · Not yet in productionWe are researching ways for stories to move beyond the page and enter the world around the player.
// A digital object enters the real world. //
// The transcendental object at the end of time. //
Follow it.Our goal is not to create another reason to ignore the world through a screen. It is to use the screen as a threshold—to make familiar places mysterious, reward curiosity, and reveal another layer beneath everyday life.
Incunabula // Catalog entry 13the egg was never the point,
the possibility was.
06 / The library
Stories from Sick Day
Rise of Akami will be the first door. Other worlds are already taking shape behind it.
Active production
Dystopian fantasy · Awakening · Survival
Story development
Cyberpunk · Systems · Identity · Risk
Early development
Gothic · Immortality · Mercy
07 / The invitation
The experiment continues
Sick Day Interactive is still being built. We are developing our first release, expanding its visual world, exploring new forms of storytelling, and researching how digital experiences might escape the screen entirely.
If that sounds like something you have been looking for, stay with us.