A rain-soaked road entering a dark seventeenth-century parish at night

First-person narrative horror

Cross the threshold.
Recover what was erased.

A fevered parish removed its own names from history. Return as the clerk who made that forgetting official, and decide which account the parish must carry forward.

  • No install
  • No account
  • Local autosave
Year
1687
Perspective
First person
Journey
Four acts
Final accounts
Two endings

I · The account

The parish of no account

A village erased itself before the fever could finish the work.

A failed harvest forced the parish to decide whom it would feed. Doors were marked. Living villagers entered a death ledger. Households were sealed before everyone inside had died.

You were the clerk who made those decisions official—and the last name you removed was your own. The village still recognizes your duty, even when you cannot recover a clean identity.

Smoke-stained letter “You made us dead by writing it.”
Mara Venn holding a smoke-stained letter in a dark seventeenth-century room
Mara Venn The first voice that refuses your clean account.

II · The parish

Enter without certainty

The night gives you places.
It does not give you answers.

Follow wet roads, weak window light and the evidence held by abandoned rooms. The interface tells you what you have remembered—not where an objective wants you to go.

01

Explore without a trail

A dense open parish, readable landmarks and a memory map that reveals only places you have physically reached.

02

Read what places remember

Examine objects and locations through illustrated scenes, conflicting voices and choices that alter what the world permits you to see.

03

Choose the burden

Avoidance is still a decision. Four acts remember what you confronted, what you refused and which account you carried forward.

A muddy reflective road winding between a chapel and dark cottages in The Parish

III · The night

One parish. No safe overview.

Walk until the road remembers you.

Your hand torch is the only personal light. Mist hides distance, wet stone holds the weak glow of the village and every silhouette asks whether it was waiting before you arrived.

Cross the first road
An old stone well standing in the wet village square at night
A place may repeat an event, preserve a loss—or supply what you fear.

IV · Consequences

Nothing here agrees on what a ghost is

The parish changes when buried accounts return.

No echo is confirmed to be supernatural. A voice may be displaced memory, a place repeating itself, a living presence or the clerk supplying what he is afraid to hear.

  • 01
    World state persistsPlaces, evidence and available routes respond to remembered choices.
  • 02
    Your record travels with youInventory, notes, discoveries, position and story state are kept automatically.
  • 03
    The final account cannot stay neutralTwo endings preserve guilt differently. Neither restores what was lost.

V · The route

A complete narrative journey

Truth is not collected.
It is connected.

  1. 01

    Find what survived the record

    Human truth, guilt and depth can each be approached through alternate places and moral routes.

  2. 02

    Open what the chapel kept

    Connect public evidence to a personal absence and let the parish expose the account beneath its account.

  3. 03

    Decide who carries the names

    Complete the four-act story and make one irreversible choice about what the village must remember.

VI · Before entry

Questions held at the threshold

What the parish permits you to know.

The rest must be recovered inside.

Enter the parish
What kind of game is The Parish?

The Parish is a single-player first-person narrative horror mystery. You explore an isolated seventeenth-century village, examine places and objects, recover conflicting accounts and make choices whose consequences remain in the world.

Can I play The Parish in a browser?

Yes. It launches directly in a modern desktop browser and requires no installer, launcher or account. Keyboard and mouse are required.

How does progress save?

The game saves automatically in your browser, including position, discovered places, inventory, notes, story choices and ending.

Does The Parish have multiple endings?

Yes. The complete four-act story leads to two irreversible final accounts. Neither is presented as a simple good or bad ending.

Anno 1687 · The road remains open

The parish remembers
where you left it.

Cross the threshold. The first account begins without an installer, launcher or login.

Enter the parish