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Concept art: a motel and petrol station on a wet night, a salt works behind them

The world

A town that kept the rain.

Nachtclub happens in a bypassed salt town where the weather never really changes, the club is the last warm light and the ground under it is hollow. You are the new owner, and every door in the building is your responsibility.

Where

Above the salt, and below it.

  1. Concept art: a roadside motel and petrol station in the rain, a salt works looming behind

    The salt town

    A town the motorway stopped passing through. Pine forest on every side, wet asphalt, fog that never lifts and a petrol station that still keeps its sign on. Doris runs the motel on the highway and knows who comes and goes.

  2. Concept art: the red brick former salt works by day, empty street in front

    Salzwerk Brandt

    The old salt works closed and, in time, became a club. The sign still says SALZWERK 1974. By day it's a brick box on a cobbled street. By night it's the only warm thing for miles.

  3. Concept art: a long mine tunnel with rails and crystals

    Stollen 3

    Beneath the cellar, behind an iron door that was always locked, the old mine begins. The plaque on the door reads SALZWERK BRANDT · STOLLEN 3 · 1974. Past it, the galleries run on, and the sound of the club runs with them.

Images are AI-assisted concept art for the look of the game. Some places, like the old town and the fields, are still greybox in the engine.

Who

The people on your side of the bar.

Characters are designed to read from the game camera before you can see their faces: a silhouette, a colour, a way of walking. Their voices carry the rest.

  • Bartender, your right hand

    Jule

    Warm, fast, all business. She calls you “boss”, tells you when doors open and is the one who sends you down to the cellar when a keg dies.

    Boss! Doors in one minute. The queue goes round the corner.
  • Runs the motel on the highway

    Doris

    Sends travellers toward the club and knows every rumour in town, including the ones about the old salt depot.

  • Organiser, a little too charming

    Mara

    Reads a crowd better than anyone, and arrives with an invitation to a private party at the old salt depot.

    You read a crowd well.
  • Yours, in violet

    The inner voice

    The only voice in the game without a name. Short sentences, dry humour, always tired, and it never explains. It observes.

    (That's our bassline. From upstairs.)

What lives down there

We're not going to explain it.

Something was shut in Stollen 3 a long time ago. The club's bass is part of what keeps it there. It has no face, only a slope where a face should be, and it isn't looking at you. It's listening.

A few rules hold in this town: salt, sound and a door that was always locked. We'd rather you find them with a lantern in your hand than read them here. Horror in Nachtclub comes from silence and sound, never from gore.

Where it goes

A town with more nights in it.

The jam build is one night. The full game is about the town around the club: daytime errands, favours that change the next shift, and regulars who aren't all the same kind of person. Nobody there is simply good or simply bad.

That's direction, not a promise. We keep a plain list of what's finished and what isn't on the devlog.