
Every game is a hub — the studio that built it, the publisher shipping it, investors backing it, creators streaming it, journalists covering it. The ecosystem is what makes the game more fundable, more discoverable and more playable. How were you involved?
这是一款关于2022这个年份的视觉小说,以我们所经历的2022的封闭与萧条为引言,长度约25分钟。它采用伪纪录片加旁白的形式,讲述的是一个在历史和现实中不断轮回的故事,由四条历史线构成,涉及到1894、1895、1911和2022几条历史线的循环。
The press kit for 控制论:年份游戏2022 is visible to press, creators, investors, and the studio team. Press and creators receive a link with an outreach token; the kit appears here inline — no download, no separate page.