P.I.S.
Release date: Dec 19, 2025
Developers: HAIM
Publishers: HAIM
Genres: Adventure, Casual, Indie
Categories: Single-player, Family Sharing
Supported languages: English, French, Italian, German, Spanish - Spain, Danish, Ukrainian, Russian, Bulgarian, Hungarian, Indonesian, Turkish, Greek, Norwegian, Czech, Japanese, Polish, Thai, Swedish, Simplified Chinese, Traditional Chinese, Romanian, Finnish, Dutch, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America, Vietnamese, Arabic, Korean, Uzbek, Urdu, Armenian, Igbo, Sindhi, Sinhala, Croatian, Icelandic, Cherokee, Galician, Catalan, Afrikaans, Kannada, Luxembourgish, Hindi, Gujarati, Kyrgyz, Kazakh, Turkmen, K'iche', Kinyarwanda, Tajik, Serbian, Odia, Welsh, Konkani, Bangla, Nepali, Basque, Hebrew, Latvian, Tigrinya, Slovak, Slovenian, Swahili, Punjabi (Gurmukhi), Punjabi (Shahmukhi), Georgian, Maori, Wolof, Bosnian, Persian, Telugu, Tamil, Irish, Estonian, Valencian, Belarusian, Quechua, Zulu, Xhosa, Lithuanian, Sotho, Sorani, Yoruba, Uyghur, Scots, Tswana, Filipino, Mongolian, Hausa, Dari, Azerbaijani, Amharic, Albanian, Assamese, Tatar, Macedonian, Marathi, Malayalam, Malay, Maltese, Khmer

About the Story After humanity disappeared from Earth, the robots at the Earth Post Office continue to operate. The postwoman from the Heaven Post Office was shot down, scattering letters everywhere. Although she eventually retrieved the letters, she still needs to evade the scrutiny of the Earth Post Office… Solve puzzle levels by clicking or dragging with the left mouse button to help the protagonist escape her predicament. There is no text in the game. This is a puzzle game. Game Features 1. Original Music 2. Paper Art Style 3. Short games, approximately half an hour long 4. Three Endings Author's Note Hello everyone, I'm HAIM. This game is once again my own, encompassing the art, music, script, and programming. With the goal of ensuring that people around the world can enjoy this game regardless of language barriers, I deliberately challenged myself to create a text-free game, relying solely on visuals to help players understand the story and levels. This proved difficult, and it prolonged the development cycle. During this time, I also came up with more ideas, ultimately creating three endings (good, normal, and bad), giving the story greater depth.