The sample copy: Hollowmere.
An invented game: a hand-drawn underwater exploration puzzle by a solo developer, three years in, demo out, wishlists open. The copy is written from the notes on the home page; nothing below is in it that the notes did not say.

Short description · 293 of 300 characters.
Dive into a village drowned forty years ago. Hollowmere is a hand-drawn exploration puzzle game where you drain and flood rooms to move what floats, hunt for air pockets, and bring up sixty kept things that tell what happened here. No combat, no dying. Just the water, the bell, and the truth.
About this game.
The lake rose. The village stayed.
Forty years ago the valley was flooded and the village of Hollowmere went under with its church, its mill and its school. You are the bell-diver sent down to find out why the bell still rings. Each dive takes you deeper into five drowned districts, through streets where the furniture floats and the letters are still in the drawers.
Puzzles made of water
Open a sluice and a room drains; close it and the room floods. Everything that floats moves with the water: a chest rises to a doorway, a boat drifts across a hall, a key sinks to where you can reach it. Every puzzle in Hollowmere is about where the water is and what it carries.
Air is the only clock
There is no combat and no death. Your air runs down as you dive, and the houses hold pockets of it if you can find them. When the air runs out you surface, keep what you found, and dive again knowing the way.
Sixty kept things
Letters, toys, photographs, a school register: sixty objects that tell what happened in Hollowmere, with no dialogue trees and no one to tell you. Pick them up, bring them to the surface, and the story assembles itself.
Made by one person, scored by his brother
Three years of hand-drawn art from a solo developer, with a piano soundtrack recorded over field recordings from the real lake. Six to eight hours. Full controller support, tested on Steam Deck.
Five features.
• Five drowned districts to explore: church, mill, school, manor and the bell tower
• Water-level puzzles: drain and flood rooms to move whatever floats
• No combat, no death: air is the only clock, and you keep what you find
• Sixty kept things that tell the story without a line of dialogue
• Hand-drawn 2D art, a piano-and-lake soundtrack, controller support, 6–8 hours
Tags, in order.
Exploration, Puzzle, Hand-drawn, Atmospheric, Underwater, Story Rich, 2D, Singleplayer, Relaxing, Mystery, Indie, Controller
Order matters: the first five tags set what the store shows beside the game. Tags are taken from Steam's public tag list only; nothing invented.
What we did not write, and why.
• No other game is named, even as a comparison (your notes did not ask for one, and the store rules say not to).
• No award, press or review quote: none supplied.
• No release date or price: not in your notes. The Linux line is written as 'planned', as you said.
• 'Metroidvania' was not used: your notes describe no ability gating.
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The real copy is written from your own notes; the shape is the same.