Advertisement

DON’T FEED IT

Advertisement

You wake up in a locked cabin with rotting walls and boarded windows. A note waits on the nightstand. It doesn’t explain much—just a single task: feed it. There’s no backstory, no explanation of what “it” is, only the pressure of routine. You explore the confined space, uncovering small hints left behind, but the rule remains the same. During the day, you must find the food and deliver it. You don’t know why, but disobedience doesn’t feel like an option.

What Comes With Dusk

As the sun begins to fade, the mood of the house shifts. Doors creak more, shadows grow thicker, and sounds you didn’t hear before start to echo in empty rooms. The note was clear—daylight only. At night, the house listens. If you make a mistake, it reacts. Each night feels longer, more invasive. There are no instructions for what to do if you break the rule. Only silence. You begin to understand that some rules aren’t made to be broken because the consequences aren’t always immediate.

Patterns Without Answers

The game is short, but its structure invites repetition. There are five endings, but none of them provide all the answers. You replay the ten days, trying small changes, watching for different reactions. The visuals mimic older systems, rough and dark, designed to keep your focus on what’s happening rather than how it looks. You are not here to fight or escape. You’re here to obey—or not. Either way, something is always watching.

This site uses cookies to store information on your computer. See our cookie policy for how to disable cookies.  privacy policy