A downloadable game for Windows and Mac OS X

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Content Warning: Exaggerated bloodshed and violence, use of explicit language, alcohol references.

This game is optimized for 16:9 and 16:10 resolutions. Playing it on any other resolution may result in GUI issues.

Two decades after humanity fought and won an interplanetary war with a mysterious alien race, the men and women who fought for humanity finally agree to tell their stories in front of a camera.
In this documentary-style first person shooter, one person looks into the most surprising war humanity ever took part in.

Inspired by Waltz with Bashir and Dear Zachary.

Made for #AdvJam16

More information

Published158 days ago
PlatformsWindows, Mac OS X
Release date158 days ago
TagsAliens, documentery, First-Person, FPS, Interactive Fiction, Story Rich, walking-simulator
Average durationAbout a half-hour
InputsKeyboard, Mouse
AccessibilitySubtitles, Configurable controls, Interactive tutorial
Player countSingleplayer


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Click download now to get access to the following files:

Eight Millimeters - Win 56 MB
Eight Millimeters - Mac 60 MB


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This game was just amazing, I have no words! :D

Just one issue was a slight bit of lag but it didn't stop me from playing XD


Very unique experience, I loved how I was going in with a "aw yeah, fancy shooter!" impression and then the first in-game impression was "oh what yet another ren'py game?!" and then "oh wait what - it's ren'py but 3d?" and then slowly I figured it out.

I am extremely impressed by the part where fast sequence progression is happening. It's likely many would have let the player play the parts which you skipped, even make the player carry 'it' all the way and dig the entire hole. Making it a slideshow makes so much more sense.

Thank you for your nice comment, and thanks for LPing the game!

Yeah, the game is an FPS/Visual Novel hybrid I feel, and I think it came out pretty naturally. It's the sort of thing you come up with when you have 14 days to tell a story and you have no voice actors (or time to find some).

The backstory sequence was originally intended to be much more interactive, but after the two shootouts I opted to remove the interactive elements due to time constraints, and also to sync the flashbacks to the song.