A is alone in his apartment. Looking out through the window, noticing a silhouette in the apartment across the street. The silhouette stops, and turns towards A. A crouches, almost panicky. It never turns out well when A comes into contact with other people. It is not because A doesn't want to talk, it is just hard. And it seems like they never really want to talk to A. Maybe it is because A never gets to say anything.
In another time, or another world, A is walking through the darkness. It has been a long while since the Sun went down for the last time. It is cold, it is dark, and it has been a long while since A has seen other people. Next to A, The White Cat jumps from one car roof to the next. A can hear Shadow and Loneliness Itself are in the middle of a discussion. Everyone here is missing the Sun. The White Cat notices a silhouette in the horizon, and warns everybody. They all freeze and it is suddenly very quiet.
Exile is a short game about loneliness. The tone is gloom and poetic, but with a hint of hope. The playstyle switches between storytelling about A alone ad confused in the city and character play in a future where the Sun went down and never came back up. Exile is your kind of game if you like a slow and strange vibe, and if you don't mind playing a cat, a concept or a shadow.
Exile won the 2012 scenario competition on Forum. The jury from Forum 2012 writes the following about the game: "Eksil fra verden (Exile from the world) is a solid and well-rounded scenario which guides the players using simple warm-up exercises, well-chosen techniques and a beautiful final scene. It is a touching, challenging and player-controlled narrative which deals with a complicated subject in a poetic way. It is a powerful image of solitude, when A and his strange friends share the last can of tuna in the world."