Steam game

Dad's Office 1998

A liminal office horror game in an endless procedurally-generated building.

Coming soon

By David Copeland

Windows Controller: full
View on Steam
Dad's Office 1998 - David Copeland. Popular.
Screenshot of Dad's Office 1998 gameplay showing in-action mechanics Screenshot 2 of Dad's Office 1998 - additional gameplay view Screenshot 3 of Dad's Office 1998 - more gameplay footage Screenshot 4 of Dad's Office 1998 - final gameplay screenshot

Overview

About this game

A liminal horror game about escaping your dad's endless procedurally-generated office building.

Story Background

You're 9 years old on a Friday night in 1998. Your workaholic dad is forced to bring you along to his office, and he's acting strangely. He reveals that tonight is the final stage of his revenge plot against his company, but he assures you everything will be fine; you'll both be long gone before anything bad happens. However, things don't go to plan. You get separated, and you're left to explore the dangerous office alone.

Gameplay

Explore offices, hallways, stairwells, elevators, atriums, bathrooms, and more as you wander through a seemingly endless liminal office searching for a way out. Each run is completely different with randomized areas and encounters. Look for clues and keys to progress into new areas, discover secrets, and learn what happened to Dad.

In story mode, you begin to help your dad with his plot. He shows you how to shred evidence to cover his tracks and steal company secrets by faxing them to a secure location.

Things go wrong and the building goes into lockdown, preventing anyone (or anything) from escaping. Ending the lockdown requires agreement from each of the company's departments. You'll need to visit every department within the building and activate its hidden security override button to end the lockdown and escape.

Along the way, you'll find company secrets to steal via fax and evidence of dad's plot to destroy.

Procedural Generation

All areas of the office are procedurally generated. These are not cookie-cutter rooms randomly snapped together. Instead, complex spaces are mapped and built using individual wall pieces, floors, ceilings, and doors, then populated with furniture and items to create completely unique and different spaces on every play.

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