Finch wakes up on a cold marble floor in a windowless art gallery known as the Silentium. He isn't alone. Surrounded by nine terrified strangers, he listens as a disembodied voice delivers a chilling ultimatum: Welcome to the collection.
Here, your deepest psychological compulsion has become a fatal law-your Tenet.
For one player, the rule is "Do not touch fabric." For another, "Do not stop moving." For Finch, a man obsessed with order, the world must be perfectly symmetrical. If he interacts with chaos, the penalty is instant death.
The goal is simple: Navigate a shifting labyrinth of traps, mechanical puzzles, and psychological torture to reach the exit. But there is a catch. The Gallery isn't just a prison; it is a machine fueled by elimination. To survive, you don't just have to follow your own rule-you have to figure out everyone else's. And then use it against them.
As the traps become more sadistic and the survivors turn on one another, Finch forms a dangerous alliance with Mara, a ruthless lawyer who possesses a terrifying ability to watch everything without blinking. Together, they must decode the Curator's design and break the machine before it breaks them.
In a place where a crooked picture frame, a drop of blood, or a moment of hesitation means execution, only the most disciplined will survive.
One Rule. One Winner. Welcome to the Gallery.
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