You are an intern at the central ministry of a totalitarian state with your whole career ahead of you. Work your way up the ladder by scheming against employees, spying on your boss, and completing paperwork. Or do you turn against the state and expose corruption. The choice is still yours to make!
The core gameplay loop tasks players, in the role of Evan Redgrave, with taking on various jobs and responsibilities within a totalitarian ministry. These range from processing paperwork and forms to investigating colleagues and engaging in social manipulation to climb the career ladder and uncover the truth about Evan's father's death.
The "job" tasks function as minigames, such as filling out forms, organizing files, and even creating cloning documents. While initially engaging, many players find these tasks become repetitive and tedious, especially as the player progresses to higher floors of the ministry. However, the unique "time" mechanic, where each action consumes a certain amount of the day, encourages strategic planning and decision-making as players must prioritize their tasks.
Beyond the job simulation, a significant portion of the gameplay revolves around the player's interactions with ministry colleagues. Players can choose to befriend, spy on, frame, or sabotage their coworkers in order to advance their own standing. This social element introduces moral choice, as players must weigh the consequences of their actions - being ruthless may lead to faster career advancement, but it can also have dire consequences for relationships and overall standing.
The game presents players with a variety of choices and branching paths, each with their own set of consequences. This encourages experimentation and replayability, as players can explore different strategies and see how their decisions impact the story and ending. However, the game can be unforgiving, with certain actions leading to dead ends or premature endings, requiring players to be cautious and strategic.
As players progress through the ministry's floors, they gain access to new job tasks, resources, and opportunities for social manipulation. This sense of progression and the ability to climb the bureaucratic ladder is a significant part of the game's appeal, as players feel a sense of accomplishment in achieving higher positions and gaining more influence within the totalitarian system. The multiple endings further incentivize players to explore different paths and strategies.