Coming first
Rise of Akami
A quiet village. A friend missing. Sentinels on the road. Akami begins a journey through control, survival, and awakening.
Small portals for strange days
Sick Day Interactive creates short, cinematic story experiences — worlds you can read, tap through, explore, and complete in one sitting.
First title
A minimalist dystopian fantasy about control, loss, awakening, and the long road back to the self.
A Sick Day story should feel like something you found on a rainy afternoon — when the world was quiet, time moved differently, and a strange little story stayed with you longer than you expected.
Not endless games. Not disposable content. Small complete worlds: a mood, a conflict, a memory, and a way through.
Each title is designed as a short-format interactive novel: cinematic, focused, and complete.
Coming first
A quiet village. A friend missing. Sentinels on the road. Akami begins a journey through control, survival, and awakening.
In development
A modern hacking story about alienation, systems, risk, and the hidden markets beneath ordinary life.
Concept
A vampire story about immortality, boredom, mercy, and whether death is the thing that gives life its shape.
Illustrated story moments, maps, prose, and quiet atmosphere.
Hotspots, choices, puzzles, combat, and discoveries that move the story forward.
Stories made to be finished, remembered, and returned to.
We are building the first Sick Day story now. Follow along for development notes, test builds, art, audio, and launch updates.