Beholder 2 cover art

Beholder 2

2018Warm Lamp GamesPlayStation 4, Linux, Android, PC (Microsoft Windows), Mac, Xbox One, Nintendo Switch

Every citizen of our great State dreams of working at the Prime Ministry! You are lucky, intern – your dream has come true! While you are at the bottom of the career ladder, that is more than many of your fellow citizens will ever achieve! Have you already decided what you're going to become? Will you become a diligent and responsible officer decorated by the Wise Leader himself? Or will you become a hardline careerist capable of destroying anyone who stands between you and the Prime Minister's seat? Or maybe you are just a whistle-blower? If so, who sent you? And why? Whatever the case, you are now part of the Ministry! From this moment on, no one beyond these walls has ascendance over you! You are free to shape your own future! So, what are you going to become?

What it feels like

Sustained edge-of-seat pressure navigating a hostile political environment where exposure or betrayal feels constantly imminent. Corrosive distrust pervades the environment—colleagues, superiors, and the state itself are potential threats. Dark, cynical wit mocking bureaucracy, totalitarianism, and the absurdity of the political system permeates the tone.

Tense60%
Paranoid55%
Sardonic50%

What it's about

A totalitarian state setting with surveillance, propaganda, and political control forms the core world-building and thematic foundation. Scheming against employees, navigating ministry hierarchies, and climbing the career ladder through manipulation drive the core gameplay loop. The seduction and rot of power over others is explored through climbing the ministry ladder and moral compromises.

Dystopian85%
Political Intrigue80%
Power & Corruption65%

How it plays

Branching conversation choices with NPCs are central to gathering information, building relationships, and advancing your career or corruption agenda. Weighty ethical decisions shape whether you climb through merit, sabotage others, or expose the system's corruption. Interaction is driven by clicking hotspots to examine, interact with objects, and engage in the ministry environment.

Dialogue Trees70%
Moral Choice70%
Point-and-Click65%
Stealth60%
Resource Management50%

How it looks and sounds

A spare, restrained visual presentation focusing on office environments and bureaucratic systems rather than visual spectacle.

Minimalist Visuals55%

How it's structured

Designed entirely for solo play with no multiplayer component. Player choices fundamentally fork the story into distinct paths: loyal officer, careerist, or whistleblower with meaningfully different endings. A bounded story arc with a clear beginning (intern arrival) and definite endings (promoted, exposed, or escaped).

Single-Player95%
Branching Narrative75%
Campaign75%
Multiple Endings70%
High Replayability65%
Suzerain72% match

Shares Political Intrigue, Branching Narrative, Dialogue Trees, Dystopian.

Both lean into Single-Player, Campaign, Branching Narrative, Political Intrigue.

Single-Player95%Campaign90%Branching Narrative85%Political Intrigue80%

Shares Dystopian, Branching Narrative, Political Intrigue, Moral Choice.

Both lean into Single-Player, Dystopian, Campaign, Branching Narrative.

Single-Player95%Dystopian85%Campaign90%Branching Narrative85%

Shares Dystopian, Political Intrigue, Branching Narrative, Moral Choice.

Both lean into Single-Player, Dystopian, Political Intrigue, Moral Choice.

Single-Player90%Dystopian85%Political Intrigue80%Moral Choice75%

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