
We Become What We Behold
A game about news cycles, vicious cycles, infinite cycles
What it feels like
A dry, cynical observation of how cycles of outrage and sensationalism feed themselves, delivered with world-weary wit. The game invites reflection on systemic cycles and complicity in media consumption without didactic lecturing. Beneath the cute aesthetics, a creeping sense that small choices cascade into dark outcomes undercuts the whimsy.
What it's about
Sharp social commentary on how media amplifies and distorts content through the lens of news cycles and virality. The feedback loop of sensationalism and profit-driven media is central to how the vicious cycle perpetuates itself. The machinery of how information spreads, shapes perception, and controls discourse reflects political manipulation systems.
How it plays
Interaction is driven by clicking to examine, manipulate, and photograph elements to drive the narrative cycle. Simple interactions with NPCs and media feedback produce unscripted escalation that reveals emergent systemic patterns.
How it looks and sounds
Deliberately adorable character and world design that contrasts with the grim commentary about media manipulation and violence. Simple hand-drawn or hand-crafted 2D aesthetic contributes to the approachable, deceptively innocent presentation.
How it's structured
Designed as a solo experience with no multiplayer component; the core loop is entirely single-player. A brief, self-contained experience completable in one sitting, as indicated by Steam tags and the focused premise. A bounded story arc with a definite beginning and end, though cyclical in theme.
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