Unreleased

Episode 01: Return to Hashima

Mystery emergence from mine darkness, Building 30 typhoon, shrine choice, festival revelation

Script
Draft 31.03.24
Writer
Gareth Mattey
Panels
15
Cues
54
EP01-ACT1-P001

Darkness and Distant Light

THE MINE

Visual Description

Near-complete darkness. The frame is dominated by black — textured darkness suggesting enclosed space. A single point of warm light glows in the distance, small but intensely warm against the void. This is the player's first moment of consciousness.

Starting SFX: Silent aside from the distant faint sounds of tools striking work, of mining underway. Starting IMAGE: Complete DARKNESS.

FIRST VOICE
"Who… who…"
FIRST VOICE
"Who are you?"
FIRST VOICE
"Why have you come here?"
FIRST VOICE
"But where… where is here? Do you know? I… I don't remember."

Emotional Beat: Disorientation and Curiosity. The player awakens into mystery. No context, no explanation — only darkness and a distant invitation. The voice speaks through the CREAKING OF ROCKS (SFX).

Script Cues: 1–4

EP01-ACT1-P002

Following the Tracks

THE MINE

Visual Description

Mine railway tracks stretching into darkness, lit by flickering wall-mounted bulbs strung along the tunnel ceiling. The tracks are the only navigable path. Rough-hewn rock walls press in on both sides.

A distant light appears. Small lights along the wall FLICKER ON (LFX), leading forwards to the light in the distance.

FIRST VOICE
"Perhaps we can find out together?"
FIRST VOICE
"Metal cut into stone… why…"
The technical/structural layout of the mine.

Audio Design

The Coal Miner's Song in Kyushu (炭坑節) fades in — distant and tinny at first. The player begins to hear singing in the distance.

FIRST VOICE
"There are others down here!"
FIRST VOICE
"I… I know this song…"
Details on 'The Coal Miner's Song in Kyushu'.

Emotional Beat: Guided Mystery. The player is not alone. Someone — or something — is leading them forward. Trust begins to form.

Script Cues: 5–9

EP01-ACT1-P003

The Lift Cage

THE MINE

Visual Description

Industrial mine lift cage at tunnel's end. Vertical shaft rises with natural daylight filtering down from above. The lift is old but functional — metal grating, wooden planks, safety rails worn smooth.

The song now sounds like it's coming from above. Abandoned tools lie near the lift.

FIRST VOICE
"There! They're just up ahead!"
FIRST VOICE
"They've moved, somewhere further up…"

Interaction: Abandoned Tools

If the Player interacts with abandoned tools near the lift:

FIRST VOICE
"They were just here! They must have been!"
Tools used working in the Hashima colliery.

Interaction: Lever

The Player interacts with a LEVER (OBJECT), starting the lift. As the lift rises, the song grows LOUDER.

FIRST VOICE
"We're so close to them now. They'll answer our questions, I know it. I know it."

Emotional Beat: Anticipation. The voices are near. The answers are just above. The player and First Voice share a mounting hope.

Script Cues: 10–15

EP01-ACT2-P004

Surface Emergence

HASHIMA SURFACE

Visual Description

Emerging from mine lift into harsh overcast daylight. Abandoned colliery buildings surround the player. Complete stillness. No birds, no wind — an impossible quiet.

Critical moment: As the lift reaches the surface, the song CUTS OUT. There is no one there, no one around.

FIRST VOICE
"Where are they? I swear I could hear them."
FIRST VOICE
"But there's nothing… no one."

Emotional Beat: Abandonment and Mystery. The hope built in the mine is immediately dashed. The island is empty. Where did everyone go?

Script Cues: 16–17

EP01-ACT2-P005

Bootprints Discovery

HASHIMA SURFACE

Visual Description

BOOTPRINTS in the coal-dusted dirt — a whole crowd of them, leading away from the mine and towards Building 30. Evidence of recent presence. Someone has walked this path before the player.

FIRST VOICE
"I must know more. Follow them, please."

Optional Interactions

The colliery surface offers several optional discoveries:

Interaction: Map of the Island

FIRST VOICE
"An island mine…"
A period map of the whole island.

Interaction: Colliery Ruins

FIRST VOICE
"Who worked here? Who built all of this? Now, gathering rust, gathering dust…"
Details on Mitsubishi, and the founding of Hashima colliery.

Interaction: Lump of Coal

FIRST VOICE
"All of this… for that? Why?"
Details on the quality of the coal in Hashima.

Script Cues: 18–21

EP01-ACT2-P006

Approaching Building 30

HASHIMA SURFACE

Visual Description

Building 30 exterior — "Glover House." Storm clouds gathering above. Japan's first reinforced concrete apartment building (1916) looms ahead. Seven stories, L-shaped, a monument to early industrial architecture.

The bootprints lead directly to the front door and stop.

Optional Interactions (Continued)

Interaction: Toward the Ocean

If the Player walks toward the ocean, following a single pair of boot prints that split off:

FIRST VOICE
"Those endless tunnels… under endless water…"
Details about length and depth of the mine.

Interaction: Fishing Rod

At the seafront, an abandoned fishing rod with its line running out to sea:

FIRST VOICE
"Someone craved a breath of fresh air, a moment to pause… Who could blame them?"
Details about working conditions on Hashima, and about down time for the miners.

Approaching the Door

While following the path toward Building 30, First Voice hums 炭坑節.

FIRST VOICE
"If that was where they worked, then here… Building 30… Here —"

Script Cues: 22–25

EP01-ACT3-P007

Inside the Ruins

BUILDING 30 — TYPHOON

Visual Description

The Player is suddenly transported inside Building 30 — empty and collapsing. Crumbling plaster, exposed rebar. Decaying corridors.

WHISPERS and HURRIED FOOTSTEPS (SFX) rush by overhead, leading into a ROOM on the floor above, where a light is turned on, bathing the doorway in warm inviting yellow light.

FIRST VOICE
"Here is where they lived."
General details about Building 30.
FIRST VOICE
"Hello? Is someone else there?"

Ascending the Staircase

As the Player ascends toward the light, the SOUNDS OF THE TYPHOON (heavy wind, heavy rain) intensify.

FIRST VOICE
"These walls must be strong to withstand the storm…"

Interaction: Posted Notice

In the corridor: a POSTED SIGN announcing the end of production and the date for everyone to leave.

FIRST VOICE
"They had to leave? But why?"
Details on the date and reasons for island's abandonment. Include the actual original notice posted.

Script Cues: 26–29

EP01-ACT3-P008

The Furnished Room

BUILDING 30 — TYPHOON

Visual Description

The impossible: a FULLY FURNISHED 1970s Japanese apartment, as if the occupants just stepped out. Tatami mats, low chabudai table with tea set, TV in corner, radio playing softly, futon neatly folded, family photographs on walls. Warm tungsten light fills the space.

  • 6+4.5 tatami layout (typical Hashima apartment)
  • Period furnishings: TV, radio, tansu chest
  • Personal items: children's toys, newspapers, tea set
  • Shoji screens closed against the storm

The sounds of the storm are slightly muted inside.

FIRST VOICE
"A home. But whose home? And where have they gone?"
FIRST VOICE (if notice seen)
"They were told to leave… but who could leave behind their home?"

Interaction: Work Boots

A pair of WORK BOOTS, battered and worn, black from coal dust:

FIRST VOICE
"Always one step behind."

Emotional Beat: Time Capsule and Impossible Presence. This room exists outside of time. The warmth is both comforting and deeply unsettling — who lived here? Why did they leave everything behind?

Script Cues: 30–32

EP01-ACT3-P009

Radio and Warmth

BUILDING 30 — TYPHOON

Interaction: Radio

A RADIO is playing 'The Song of Bathing in the Hot Spring'. Interacting with it:

FIRST VOICE
"A fine taste in music."
Details about 'The Song of Bathing in the Hot Spring'.

Radio: Second Station

If the Player changes the radio to a different station, 'The Coal Miner's Song of Joban' (常磐炭坑節) starts playing:

FIRST VOICE
"I… I know this song too…"
Details about 'The Coal Miner's Song of Joban'.

If the Player leaves the radio on while exploring, First Voice hums along.

Radio: Third Interaction

If the Player interacts a third time, they hear a burst of STATIC and a voice, before the radio goes DEAD:

SECOND VOICE
"You won't find what you're looking for here."

Additional Room Interactions

Interaction: TV Set

FIRST VOICE
"Entertainment, in one's own home. A luxury, surely?"
Details about TV ownership on Hashima.

Interaction: Tea Set / Table / Cushion

FIRST VOICE
"Space for a whole family, to sit together, eat together, drink together…"
Details about domestic life on Hashima.

Script Cues: 33–38

EP01-ACT3-P010

TV Static Revelation

BUILDING 30 — TYPHOON

Interaction: Notes on Table

Papers/notes on the table. Written on one note: "Remember to re-set antenna after the typhoon, winds will have changed it's direction."

Written on another note, in different handwriting: "Emergency broadcast advised evacuate to mainland. Have left for earliest boat already. Stay safe."

FIRST VOICE
"These storms were a regular occurrence for you, weren't they?"
Details on people's individual experiences and memories of typhoons.

Interaction: Shoji Screen / Window Shutters

FIRST VOICE
"To feel safe, in the face of nature itself… a marvel."
Details on the use of concrete in residence buildings to resist typhoons.

The TV Activates

After exploring the room, the main light SWITCHES OFF and the TV SWITCHES ON — sending black and white STATIC into the room (LFX/SFX), accompanied by a voice that crackles with the same static:

SECOND VOICE
"You want to know…"
SECOND VOICE
"But why?"

TV Broadcast

The TV plays an image of Hashima Island FROM ABOVE — a bird's eye view of the island in the midst of the storm:

SECOND VOICE
"You want to know where you are, what happened here, who lived here, who died here, you want to know everything… Why? It is all gone, all in the past."
SECOND VOICE
"Don't dredge up the past."
SECOND VOICE
"And don't listen to those who would."

Emotional Beat: Confrontation. The Second Voice represents resistance to inquiry — a warning against uncovering the past. The player must TURN THE TV OFF to progress.

Script Cues: 39–45

EP01-ACT4-P011

Shrine at Sunset

THE SHRINE

Visual Description

The Player is transported to the Shrine — the highest point on the island. The storm has passed. Sun setting. Sky dramatic with orange, purple, gold. Strong wind (SFX).

Stone stairs ascending. The mikoshi (portable shrine) visible at the top, gleaming in golden light.

FIRST VOICE
"What did you see on the television?"
SECOND VOICE
"Don't tell them."
FIRST VOICE
"What did you hear? What did you learn?"
SECOND VOICE
"Don't tell them."
FIRST VOICE
"I must know."

Emotional Beat: Competing Voices. First Voice wants knowledge; Second Voice warns against it. The player is caught between two perspectives on historical inquiry.

Script Cue: 46

EP01-ACT5-P013

Festival Below

MATSURI

Visual Description

Time leaps ahead. Night. The shrine is now dark — the MIKOSHI IS GONE. Below, the island is alive with movement. VOICES CHEERING, SINGING (SFX).

From the player's vantage point high above, large crowds of people can be seen moving through the streets, following the mikoshi as it is paraded around. Lanterns light the procession.

FIRST VOICE
"I can hear them again!"
Details about festivals on Hashima.

Response Varies by Player Choice

If player answered: "Somewhere you lived and worked long ago."

FIRST VOICE
"Then perhaps I am down there amongst them all right now? Lost in the crowd, celebrating with everyone else…"

If player answered: "I don't know. Not yet."

FIRST VOICE
"Then you and I are the same. And yet — somehow, I remember this… But how? Why?"

If player answered: "Hashima."

FIRST VOICE
"Yes. Hashima. This here, is Hashima. But… did it not have another name? A single name can only say so much…"

Emotional Beat: Revelation and Connection. The island comes to life. The player witnesses what was — a community celebrating together. First Voice begins to remember.

Script Cues: 51–52

EP01-ACT5-P014

Fireworks

MATSURI

Visual Description

FIREWORKS (LFX/SFX) explode in the sky above the island. Brilliant colors against the night — gold, red, white. The silhouette of the island is briefly illuminated with each burst.

The festival continues below. The mikoshi procession winds through the narrow streets. The player watches from above.

FIRST VOICE
"I must know more."

Emotional Beat: Beauty and Longing. The fireworks are both celebration and elegy. First Voice's desire to know more is now tinged with emotional connection to what they're witnessing.

Script Cue: 53

EP01-ACT5-P015

Darkness / Ending

FINALE

Visual Description

CUT TO DARKNESS. Complete black — echoing the opening. The experience ends as it began: in the dark, with a voice, with a question.

FIRST VOICE
"Will you help me?"

Credits

FINISH — CREDITS — RETURN TO MAIN MENU

After completing a playthrough:

  • Starting SFX changes to 'The Coal Miner's Song in Kyushu'
  • Starting IMAGE changes from darkness to an external shot of Hashima Island
  • ARCHIVE becomes accessible from the pause menu
  • "HASHIMA" becomes available as a choice option

Emotional Beat: Invitation. First Voice asks the player directly — will you continue? Will you help uncover this history? The question lingers as credits roll.

Script Cue: 54