NIT didn’t start as a big project or a complex game.
It started with a conversation, a small idea, and the wish to build something meaningful for the Unity 20th Anniversary Game Jam.
The original concept came from Shahbaaz Singh, the developer behind For Aerolite
👉 https://store.steampowered.com/app/3574220/For_Aerolite/
Shahbaaz suggested something simple but powerful:
“What if a person’s room changes as they grow older?”
That idea stayed with us — and the two of us decided to turn it into a project.
Where the Concept Really Came From
The first thought wasn’t just about cleaning or organizing items.
It was about life.
The idea was to show how a room — a single space — can reflect someone’s entire journey:
- When they’re a child
- When they become a teenager
- When adulthood arrives
- When responsibilities and pressure build up
- When they lose their parents
- When life gets harder and more chaotic
- When medicine becomes part of daily routine
- When the mind becomes unstable
- When they end up in a hospital
- And finally… when their story ends
Every stage feels different, because every stage is different.
The room becomes a mirror of a person’s life.
What We Wanted Players to Feel
The goal was never to confuse players or overwhelm them.
We wanted a simple experience with a quiet message:
Nothing is timeless.
Everything changes.
And life moves faster than we think.
The game doesn’t say this directly.
It doesn’t need to.
The progression of the room does the talking.
Building NIT as a Two-Person Team
The actual development was done by the two of us.
We kept the workflow simple:
- One focused on scripting, object interaction, and the game’s logic
- The other handled the level flow, lighting, atmosphere, and small storytelling details
Being a small team helped us move fast and keep the idea focused.
We didn’t aim to build a long game.
We aimed to build something honest — something players could finish in one sitting but still feel connected to.
The Room as a Storyteller
One of the most interesting parts of NIT was trying to make the environment tell the story without any dialogue or text.
So instead of cutscenes, the feeling comes from:
- What objects appear
- How messy or clean the room becomes
- How the lighting changes
- How the vibe slowly shifts from warm to heavy
At first, the room feels familiar — like anyone’s childhood bedroom.
Later levels start to feel uncomfortable.
Eventually, the environment feels cold and empty.
By the end, the room is no longer a room.
It’s a hospital.
And the player understands what happened without us explaining anything.
The Final Room
The last environment — the hospital — represents the quiet end of the journey:
- No clutter
- No noise
- No warmth
- Just a bed… and fading heartbeat
The final message ties everything together:
Nothing is timeless.
Life moves forward.
Moments disappear.
Cherish everything while you still can.
Why We Made This Game
Sometimes small games allow you to say things that bigger games can’t.
NIT became our way of expressing something simple but true:
Life keeps moving.
People grow.
People change.
People leave.
And that’s exactly why we should enjoy the moments we get — the ones that feel small today but become important later.
Our Thoughts After Finishing It
NIT may be a small game, but it carries a message that mattered to us during development.
We’re glad that we could turn this idea into something players can experience — something short, simple, and reflective.
If even one person pauses after playing and thinks about their own life, their own moments, or the people around them…
then NIT served its purpose.
Results & Reception
NIT was created in a short time, with a small two-person team, and we honestly didn’t expect much going into the Unity 20th Anniversary Game Jam. But when the results came out, we were genuinely proud of how well the game performed.
NIT placed #14 overall out of all the submissions, scoring 3.631, which was a big achievement for us.
In the individual categories, the game also did really well:
- Art: 4.000 (Rank #21)
- Sound Design: 3.692 (Rank #17)
You can view the full rating page here:
👉 https://itch.io/jam/unity-20th-anniversary-game-jam/rate/4026820

Seeing players connect with the atmosphere, the concept, and the emotional progression of the rooms made the entire experience worth it. For a small game built in a limited timeframe, these results meant a lot to us—they showed that the idea resonated, and that the effort we put into NIT was felt on the other side of the screen.
NIT Is Coming to Mobile – And We’ve Been Tweaking Things to Make It Feel Right
A lot of people said they wanted to play NIT on their phones, and honestly, we wanted that too — so we finally decided to make it happen.
But the moment we started testing the PC build on a phone, we realized one thing very fast:
Just exporting the PC version to mobile wasn’t going to work.
NIT relies on dragging objects around the room, and that feels super easy with a mouse…
but on a smaller touchscreen? Not so much.
So we took a step back and asked ourselves:
“How do we keep the NIT experience the same, without making players struggle on a small screen?”
And that’s where the real work started.
Fixing the “Touch vs Mouse” Problem
On PC, every object is big enough and spaced out enough to click and move easily.
On a phone, your finger covers the object you’re trying to drag — so precision suddenly becomes an issue.
To fix that, we polished a bunch of things like:
- Touch selection sensitivity
- Drag smoothness
- Object release accuracy
In short: when you drag something in the mobile version, it just works, without having to fight the controls.
The New Stuff We Added for Mobile
This is the part we’re really happy about.
To make the game feel natural on a phone, we added:
- Pinch to zoom
- Drag the entire room / camera
So now players can:
- Zoom in when they want exact placement
- Zoom out to see the whole room layout
- Move the camera around freely
This makes the gameplay feel way more comfortable — especially in levels where a lot of things are happening.
Why We Think Mobile Works Surprisingly Well
Even though NIT was originally designed for PC, playing it on a phone feels strangely personal.
There’s something about:
- Touching objects directly
- Rearranging things with your fingers
- Zooming in on details
It almost adds a layer of intimacy — which fits the emotional tone of NIT really well.
So instead of feeling like a “downgrade” from PC, mobile started to feel like its own version of the experience.
More Updates Soon
We’ll keep posting progress here as we get closer to launch.
We’re honestly excited for players to experience NIT in a way that’s literally in their hands.
Stay tuned — the mobile version is getting close.
Credits
Development:
Two-person team

Built With:
Two-person team

2 responses to “The Making of NIT – A Simple Idea That Became a Story About Life”
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I really had a lot of fun working on this one, the stress of the deadline and the game jam rules allowed us to make some really creative choices. Couldn’t have done it without Anil. He handled all the development workload, which really made the game what it is.
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Appreciate ya!
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