
Do Not Feed the Monkeys
Do Not Feed the Monkeys is a digital voyeur simulator: a narrative-driven game where you invade the privacy of dozens of strangers and witness their most intimate moments, while you struggle to keep up to date with paying the rent and putting some food on the table. You are the newest member of the “The Primate Observation Club” -and of course it is not the wildlife conservation society the name would suggest. It is a front for a shadowy group that watches others through surveillance cameras and compromised webcams. Tired of your ramshackle apartment, dull existence and boring jobs, you’re accepted into the exclusive organization, so you can pry into the privacy of the “caged monkeys” as they go about their lives. The game lets you to Browse social networks, wikis, websites, newspapers, online stores and chat lounges to gather information about the “monkeys” you are charged to spy. The club urges you to not interfere with those observed (to not “feed the monkeys”). But then, what will you do? Will you intercede in the name of justice? Sabotage their dreams? Or will you just sit idly by while the world burns? Whatever you do (or don’t do) will have consequences!
What it feels like
The gameplay invites reflection on privacy, morality, and the player's own complicity in voyeurism. Dark humor and cynicism about surveillance, privacy invasion, and the mundane game of spying underpin the tone. A pervasive wistful sadness permeates the player's mundane struggle against poverty and dull existence.
What it's about
An oppressive voyeurism society and surveillance-based world present a cautionary, controlling dystopian setting. The 'shadowy group' running the Primate Observation Club and hidden surveillance operations drive the conspiratorial premise. Observing others' private moments and choosing whether to interfere involves schemes and manipulation within a corrupt system.
How it plays
Core gameplay hinges on weighty ethical decisions: intercede for justice, sabotage, or remain passive—each with narrative consequences. Browsing social networks, websites, and chat lounges to gather information and make decisions reflects dialogue-tree-like branching interaction. Interaction is driven by clicking and browsing hotspots—social networks, websites, and surveillance feeds—to examine and gather information.
How it looks and sounds
Steam user tags mention 'Pixel Graphics,' confirming a deliberately low-resolution pixel-art visual style.
How it's structured
The game is explicitly designed as a single-player experience with no multiplayer component mentioned. Players set their own goals within the voyeurism framework—choose whether to interfere, sabotage, or abstain, creating emergent player-authored outcomes. Player choices fork the story into meaningfully different paths, with the game explicitly highlighting multiple endings tied to actions.
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