Vote for this game on Steam Greenlight, please.

In 12hrs you are a homeless woman who spends her days sleeping in the student union and her nights trying to avoid danger out on the streets. You must explore the city to stay awake and find conversations and distractions to pass time, or places to catch small naps. There is risk in everything you do.

-Meet a dog.
-Talk to people.
-Be crushed under the weight of your own depression.
-Sleep on the ground.

12hrs is an in-development game for Little Bytes and seeks constructive criticism and feedback at kivabay (at) gmail (dot) com.

Things to look forward to:
Things that happened:

-More dog!
-More exhaustion!
-More spange!
-Maybe food?

Now please enjoy a brand new "beg for spare change" mechanic written by my wonderful friend and programmer, Caelyn. Enjoy the humiliation of paying for things in change that you begged for on the street outside.

Wanna buy the soundtrack? It's by Maddy Myers. She included it in the awesome resource Asset Basket which is where I found it.

Interested in checking out more of Caelyn Sandel's code? Her website is an excellent place to start.

Oh right, do you like 12hrs and would like to give money for it? Consider putting that money towards a charity. My suggestion is Food Not Bombs.

More information

Published1 year ago
StatusIn development
TagsDark, Twine
Average durationAbout a half-hour
InputsKeyboard, Mouse, Touchscreen
Player countSingleplayer


Log in with your account to leave a comment.


Thank you.


Haunting, I played a few times and always wound up with a bad end to my time on the street.I'm not always the most empathetic to the homeless, and this was a good lesson for me.


Great game, great music. I almost begged two bucks before getting nailed.

I lived this life years ago: street begging, hustling food, selling found objects on the street or in pawn shops, walking all night, etc. Two suggestions: possible dumpster diving for food behind the fast food joints; and some hint as to risks of getting busted or rolled when the player chooses a direction to walk or is pulling in coin at a begging spot.

I'm looking forward to where you go with this.


We're working on a mechanic with the begging where there's a growing risk cops will bust you, and also a growing risk that you'll become too ashamed to continue. :D Thank you so much! And I'm so glad you're not living this life now.


That sounds good. In the game I kept begging until I figured my luck would run out. IRL, desperation always overcame shame but the cops were a risk. And yowser, life is good for now.


Fantastic game! I got caught, but I want to try again.

I didn't expect to become so enveloped in this. I made my decisions as if I was physically there. As someone with extreme depression and social anxiety, it's almost second nature for me to go from one hiding place to the next. But I was scared. On the edge. I hope I'm never in this situation, but what an adrenaline!

Thank you so much!!


I got arrested on my first playthrough because I thought that getting on the "train to depression station" was a metaphor. Second playthrough, I made it through and even met the kitty cat!

Maddy's music is a really gorgeous accompaniment, and the game is just haunting.


Chilling and rain-soaked and haunting. Five playthroughs, trying all sorts of paths, and I never made it through the night. I think that's probably the point? Thank you for making this.


Thank you so much! 25 moves should win the game, but they're hard to do. ^^;


AHAHAHAHAHA I HAD MADE A MISTAKE! The $time function is working properly now and 25 moves WILL win the game. Sorry about that!


Okay, made it through to the end that time, but only by wearing psychological armor and trying my best not to talk to anyone at all, always waiting for some hidden danger to manifest itself, and having to come to grips with the character's self-hate and ghosted-over past. I guess that means I "won."

Two parts that really got me: The command "Go back where you belong," and breaking down while rubbing a cat's belly. That really stirred up a lot of feelings. So, again: Thank you for making this.