That game had similar puzzle elements to Conarium; you basically explored a giant space station,
collecting crucial items and fighting with the station's obstinate, analog technology while hiding from an extraterrestrial terror that could kill you in an instant.
EA: So initially when we thought about this idea of something breaking and having to get it again, we thought about it with different
items instead of weapons and we tried it out and it was a lot of fun and we wanted to expand on it and we tried different things and we found the idea of having to go out and
collect things and search for things was very fun and we thought what about what would be the most fun and what can we apply this concept to and we could get the most out of this and we realized that weapons is where it is, because in a world filled with enemies losing your weapon is such a
crucial mistake and you lose your way of fighting and encourages the player to carefully use their weapons and not swing it every which way however they want.