
Beholder 2
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.
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.
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.
How it looks and sounds
A spare, restrained visual presentation focusing on office environments and bureaucratic systems rather than visual spectacle.
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).
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