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Watch trailer on Steam ↗Glasshouse
FLAT28 · Published by FLAT28 · Official site ↗
Content notice: This game contains instances of substance abuse, sexual references, violence, and mature language and subject matter.
Last updated 27 Sept 2026
Feudalpunk CRPG, with Turn-based combat, set in a lockdown apartment block at the dawn of a world war. Investigate the mysterious triple murder next door, fight the Political Conspiracy, and make terrible choices before the flatmates do it for you!
Delve into Glasshouse, an RPG where you navigate turn-based combat and解开封建朋克的谜题,调查神秘的谋杀案并对抗政治阴谋。每个决定都可能带来灾难性的后果。
About this game

Glasshouse is an isometric Turn-Based-CRPG set in a post-capitalist Feudalpunk world at the dawn of a terrible world war. Inspired by RPGs such as Disco Elysium and Pathologic, Glasshouse promises an intense narrative-roleplaying experience punctuated by unforgettable characters, complex dialogue trees, multiple endings and deep ideological introspections that go beyond the screen.
You are Wealdmaer, a deputy head of condominium obsessed with the desire to be remembered as a “righteous” leader. Stuck in a crime scene from which you cannot escape, you manage the problems of the poor souls in Dormitory 73B, survive your flatmates, and fight a political conspiracy that will challenge your ideological faith forever.

THE DUTY OF A DEPUTY
You're stuck in your apartment building with three dead bodies and too many questions. Prepare for the worst, the lives of your neighbors depend on your choices!

TURN-BASED COMBAT
Engage in exciting do-it-yourself weapon fights or choose the peaceful path and make the enemy surrender with your oratorical skills.

THE POLITICAL COMPASS
Build your political identity, sharpen your language and overcome ambiguous ideological skillchecks. Every NPC has his own political compass, study every conversation.

BUILD YOUR WAY OUT
Gain new knowledge by reading books and build makeshift equipment through the Workbench!

A DRAMATIC THEATRICAL COMMEDIA
Inspired by Greek tragedy, Glasshouse is narrated by the Director as if it were an inevitable play. Throughout your adventure you will be accompanied by the Chorus, the inner voices of the ego.

THERE ARE NO HAPPY ENDINGS IN LUNDONSTOCH
World War is inevitable, decide what imprint to leave in the post-capitalist world of Glasshouse with over 8 multiple endings!
Explore the cramped working-class dwellings of Lundonstoch, a fiefdom that for fear of an imminent atomic attack has ordered precautionary lockdown measures. Sneak into your neighbors' apartments, discover terrible truths and make choices no one would dare to make. The city is on fire, but you can only see it from the windows of your apartment block.
As the quarantine begins to wear down the minds of the residents of Dormitory 73B, a political conspiracy puts everyone's lives at risk. Can you trust your roommates?

Glasshouse Combat takes inspiration from the classic turn-based combat of Final Fantasy, with a dash of “puzzle-game” logic a la Fear & Hunger. Each turn, you can choose to attack the enemy or talk to him. Attacking involves a dice roll that damages the enemy's health bar, while talking offers an avenue of mediation through dialogue lines that scale according to your Political Compass.
If you are able to “strike” the right chords, you can severely damage his Threat Bar. The latter is a holistic value that determines the degree of suggestion you can arouse in your opponent: If your Threat Bar is higher than the enemy's, then you can try to make him surrender. There are no mobs, every fight is a boss fight with people who have drives, desires, and family.

There is no shame in having ideals, everything is political, even the gameplay. In Glasshouse, you can gain Points of View and invest them in the Political Compass, a class system based on 5 different ideologies. Build your political build, approach ethical dilemmas and manage relationships with neighbors to the best of your ability.
Each resident of Dormitory 73B has his own hidden Political Compass, discover it through dialogues and solve quests as you see fit.
Everything has a consequence, be careful not to set off storms.

The Glasshouse Dialogue window is a maze of interactions. Through what we call the “Interaction Tab,” navigating through dialogues you can find yourself in complex puzzles, Quick Time Events, items to collect, secret hiding places and much more. Taking inspiration from classic TTRPGs, we created a dynamic dialogue system that leaves room for unpredictable branching, with gameplay always at the center.
Each dialogue can hide unexpected interactions thanks to the Cunning mechanic, which allows new lines of dialogue to be unlocked when certain items are present in your inventory. Dialogue is at the heart of any good CRPG worth its salt, and Glasshouse honors it through a contemporary take on it.

Glasshouse's is a fragmented and deglobalized post-capitalist world. Following the Rifle Strike of 1828, states and nations were torn down in favor of a feudal geopolitical structure. This sudden denationalization resulted in severe immobility in terms of technological progress, which over the next 200 years fostered a great economic divide between what are called Productive Fiefdoms and Sterile Fiefdoms.
In 2028, the CoFoPo union, a coalition made up of more than 52 Sterile Fiefdoms, declares war on the status quo, with the goal of reunifying the globe under the banner of capitalism.

System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: x86-compatible 1.4GHz or faster processor
- Graphics: NVIDIA® GeForce® GTX 970 or AMD
- DirectX: Version 11
- Storage: 10 GB available space
- Additional Notes: Minimum requirements may change during development.
Recommended
- Requires a 64-bit processor and operating system
- Additional Notes: Requirements may change during development.
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Gamescom 2026: IGN's Awesome Indies Announcement & Newsletter
Oi flatmates!Today, we can finally announce that GLASSHOUSE will be at Gamescom 2026 -- an especially important event for us, and the perfect stage to start unveiling our plans for the end of the year.Between our appearance at the IGN Awesome Indies Showcase and the chance to get an early hands-on with our first official demo, we have quite a lot to talk about.Check out our late-August schedule below! PLAYABLE DEMO & COMMUNITY MEETUPFrom August 26 to 30, you can find us at the Indie Arena Booth (Hall 10.2 / E019 – Booth S37) to chat with us devs and get an early hands-on with a section of GLASSHOUSE’s first official Steam Demo.This year, seven members of FLAT28 will be there, from Art to Game Writing, ready to answer your questions, talk about the development of the game and, why not, join you for a cigarette break between halls.The Gamescom Demo Preview is just a small taste of what you’ll all be able to play later in the official Steam Demo.This build includes:45 minutes of gameplay2 combat scenarios3 different endingsCombat System v1.7Completely redesigned Dialogue TabRedesigned and expandable InventoryPortrait upgradeOverhauled tutorialRedesigned QTEsA major juice & polish pass, with substantial improvements to UX and game feelSignificantly improved graphical performanceTo avoid spoiling the surprise for those who can’t make it to Cologne, the Gamescom Demo Preview will feature only half of the content planned for the future public release of the Demo.NEW TRAILER \A big announcement deserves a big stage: this year, we’re thrilled to be taking part in IGN’s Awesome Indies Showcase with a World Premiere!Over the past few months, we’ve been working hard on a brand-new trailer packed with never-before-seen gameplay, featuring footage from both the Prologue and Act 2.It’s a particularly dense Gameplay Trailer that, hopefully, will give you a much broader look at the long-term vision behind the cRPG we’ve been working tirelessly on for the past 4 years.The showcase go...Read full article on Community Announcements (Mr.Monta)AnnouncementsOfficial
[VLOG #02] Writing Hell.
Oi flatmates! Six months after our last episode, we're finally back to tell you what goes on behind the scenes at the FLAT28 Collective. In the most intimate way we know how. This is, without a doubt, the most difficult episode I've ever made.Fresh off our recent international victory at the Neowiz Indie Quest, this time we've decided to open up a little more about our processes behind Game Writing, World Building, and Narrative Design.From the masterpieces that inspired us to the fears that still haunt us today, what we want to show you is a fragile slice of life. An act of resistance against time, decay, and the economy of the defeated.This episode is dedicated to all of you, creatives and creators, who have only recently discovered that you are your own saboteurs.Sorry for the wait. We'll see you again in August with a new Devlog, just in time to get you ready for Gamescom 2026! – Giacomo Montagnoli, Creative Director, FLAT28 CollectiveRead full article on Community Announcements (Mr.Monta)AnnouncementsOfficial
Glasshouse wins $70,000 at the Neowiz Indie Quest
Oi flatmates!Last week, we secretly flew to Seongnam (South Korea) to attend the Neowiz Indie Quest award ceremony, the first edition of an international contest dedicated to emerging narrative excellence, without publishers or funding.It is with full hearts that we announce we placed first and won a prize of $70,000 -- which, all things considered, represents the first real batch of funding in four full years of development.NEOWIZ describes the contest as “a project designed to discover promising indie games from around the world and provide creators with a practical development environment. In particular, it was created to support the development capabilities of studios working on high-quality IPs that combine creative worldviews with dense narratives.Over the past nine months, more than 600 indie development teams from Korea, the United States, China, and other countries have taken part in the competition”.Now, it’s undeniable that a sum like this isn’t enough to cover the full development of GLASSHOUSE, but for the first time, we have capital we can invest into the project, both in the short and long term.In the interest of transparency, we want to clearly outline how the prize will impact development: Establishing FLAT28 as a company While FLAT28 will remain a remote studio (all 25 members are spread across Italy, the UK, Colombia, and the United States), we’ve decided to formally incorporate -- this will allow us to operate within European legal frameworks, apply for government grants, and, eventually, begin paying the development team.This is a necessary step to become more “serious” and “reliable” in the eyes of publishers and investors, as well as a statement of intent to you -- and to ourselves. Kickstarter Demo & CampaignOver the past months, we’ve often hinted at the possibility of a Kickstarter -- now we’re making it official. We plan to launch a crowdfunding campaign by the end of 2026.No temporary playtests this time: we will release a brand-new demo ...Read full article on Community Announcements (Mr.Monta)AnnouncementsOfficial
[DEV-BLOG #13] Turn-based Combat - UI/UX Overhaul
Hello flatmates!Yesterday, during the Galaxies Spring Showcase, we released a brand-new trailer focused on GLASSHOUSE’s turn-based combat, which you can watch below:We’ve been listening to your feedback: after 3 playtests and around 700 completed Google Forms, it became clear that the combat system’s user interface needed a complete redesign—and that’s exactly what we’ve been working on tirelessly over the past few months.Today’s devblog is a deep dive into Combat System 1.5.FAREWELL, BATTLE COMMAND MENULet’s start with the most noticeable change: after hours and hours spent analyzing gameplay walkthroughs on YouTube and Twitch, we decided to move away from the iconic JRPG-style Command Menu.We know—it’s a shame. However, GLASSHOUSE features a combat system that is significantly more complex to explain (and understand), and it requires a different approach—one that doesn’t rely solely on massive amounts of text in tutorial popups.The combat framing is now cleaner, more readable, and more expansive -- the additional 45% of space allows us to use the camera more effectively, leveraging cinematic language to immediately convey the cause-and-effect relationship behind each action.Our guiding principles here are clarity and dynamism: every action is supported by a distinct camera shot and a dedicated section that displays only the relevant information for that specific moment.Talk / Attack / Use – Wide Shot“TALK” ACTIONAmong all available combat actions, “Talk” was the one that most needed a redesign. Many of you pointed out how overwhelming the mechanic felt at first, with multiple tutorial pages and poorly positioned on-screen information.Now, rhetorical approaches are presented in a more structured way and provide a clearer correlation between required and owned ideological skills.Talk - Dedicated ShotAnother previously unclear element was the visualization of the enemy’s Political Compass. In the current build, as soon as you enter “Talk” mode, the opponent’s Politic...Read full article on Community Announcements (Mr.Monta)AnnouncementsOfficial
New Trailer at tonight’s Galaxies Spring Showcase 2026
Oi flatmates!In less than half an hour (8PM UK / 9PM CEST / 12PM PACIFIC), the Galaxies Spring Showcase will go live on Twitch, where we’ll be revealing a new trailer for GLASSHOUSE, focused on the second iteration of our turn-based combat.Don’t miss the showcase—you can watch the premiere on , and a bunch of streamers! That’s not all -- tomorrow, right here on these pages, we’ll be releasing a new devblog diving deeper into some of the updates to our combat, including a complete redesign of the UI/UX. That’s right, we’ve taken your feedback from previous playtests on board, and after months of work, we’re finally ready to show the fruits of it to you.Have a nice show and see ya tomorrow! – Giacomo Montagnoli, Creative Director, FLAT28 CollectiveRead full article on Community Announcements (Mr.Monta)






