It's a Pipe Dream
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On your last day at the world’s last pneumatic post office, you discover the tubes reach further than any map - across cities, across centuries.
Match the objects on your desk to the letters in your hand, Send them off and see what comes back. But read carefully: the last owner’s description is all you have, and they didn’t always know what they were holding either.
Read the letter, then work out what the objects on your desk actually are.
Turn the dials to the right year, find the matching tube on the era map, and send.
If the recipient is happy, they send back something from their own time. If not, your package comes back to you.
There’s no money here. A player piano can buy you a toothbrush.
Every object that gets accepted goes into your catalogue. There you’ll learn what it really was and every hand it passed through: who owned it, how they described it, and why someone finally took it.
- Controls: Mouse and keyboard
- Language: English / 简体中文
- Length: About 15 minutes
Content note: The game mentions death, historical medical practices and radiation, and briefly touches on mature themes.
- Design: draccoon, space_yoga, Spring
- Programming: draccoon
- Art: Spring
- Writing: space_yoga, draccoon
- Music: The Tourist
- Sound effects: https://www.ear0.com, selected and downloaded by The Tourist
- Fonts: Caveat, Inter, EB Garamond, Nunito, Noto Sans SC, Noto Serif SC, Ma Shan Zheng, and Yozai by lxgw, all under SIL OFL 1.1
- Reference images of historical objects were collected from the internet. Full sources are listed in the in-game credits.
- Made with Godot.
Related post: DevLog #1: is it a pipe dream?
No AI was used to create the game’s artwork or music, or to write the Chinese-language text, except for some in-game orders and letters. AI was used to assist with game programming, translating some text into English, and suggesting improvements to phrasing, as none of the team members are native English speakers.
On your last day at the world’s last pneumatic post office, you discover the tubes reach further than any map - across cities, across centuries.
Match the objects on your desk to the letters in your hand, Send them off and see what comes back. But read carefully: the last owner’s description is all you have, and they didn’t always know what they were holding either.
How it works
Read the letter, then work out what the objects on your desk actually are.
Turn the dials to the right year, find the matching tube on the era map, and send.
If the recipient is happy, they send back something from their own time. If not, your package comes back to you.
There’s no money here. A player piano can buy you a toothbrush.
Every object that gets accepted goes into your catalogue. There you’ll learn what it really was and every hand it passed through: who owned it, how they described it, and why someone finally took it.
- Controls: Mouse and keyboard
- Language: English / 简体中文
- Length: About 15 minutes
Content note: The game mentions death, historical medical practices and radiation, and briefly touches on mature themes.
Credits
- Design: draccoon, space_yoga, Spring
- Programming: draccoon
- Art: Spring
- Writing: space_yoga, draccoon
- Music: The Tourist
- Sound effects: https://www.ear0.com, selected and downloaded by The Tourist
- Fonts: Caveat, Inter, EB Garamond, Nunito, Noto Sans SC, Noto Serif SC, Ma Shan Zheng, and Yozai by lxgw, all under SIL OFL 1.1
- Reference images of historical objects were collected from the internet. Full sources are listed in the in-game credits.
- Made with Godot.
Related post: DevLog #1: is it a pipe dream?
No AI was used to create the game’s artwork or music, or to write the Chinese-language text, except for some in-game orders and letters. AI was used to assist with game programming, translating some text into English, and suggesting improvements to phrasing, as none of the team members are native English speakers.



Comments29
The mailman swore all the way up the stairs.
I highly recommend expanding and making a full game out of this. It has all the ingredients that keeps you engaged. Little bits of each story is surprisingly interesting despite a short note.
Great work!
The art, vibes, and sound design were all amazing. The art especially I loved the style. It felt like working an actual job (but in a good way). I have genuinely no complaints about the game.
Left my ratings! If you have some spare time, feel free to drop by our page and try out our entry as well. Would love to hear your feedback!
Somehow I managed to lose one of my maps halfway through the game. I dragged it outside of the screen accidentally. 😁
The game gets a little bit repetitive after a while. I think you could have introduced new game mechanics after every few packages to make the game less predictable.
And thanks for the suggestions! I’m also trying to come up some new mechanics to make it more interesting. I’d love to hear any ideas from anyone reading this in the comments as well haha, thanks in advance! :)
When we were given the theme Old Tech, we thought of the book *Extinct: A Compendium of Obsolete Objects*, especially its mention of the pneumatic postal system.
It made us think about the value of old tech. Some techs have survived as the foundations of things we still use today. Others have become symbols of nostalgia, or are remembered for their distinctive aesthetic qualities(when someone mentions "old tech" certain objects and a particular atmosphere naturally come to mind.)
Yet countless other techs have disappeared into the passage of time, fading from both everyday life and collective memory.
If we set aside the Whig view of history—the idea that history is a steady march toward progress—and even put nostalgia aside, we may find that technological development is not a linear process. People and techs have always shaped and selected one another.
People in the past imagined many different versions of the present we live in today. Perhaps, by looking at some of these forgotten techs, we might discover that our world could have turned out differently.
Borrowing the form of the pneumatic postal system, we wanted to create a barter-based exchange system. Rather than measuring objects by their monetary worth, technological sophistication, or aesthetic appeal, we wanted every object to stand on equal footing.
And since these objects belong to different times and places, exchanging them naturally becomes a journey through time.