
The Bottom Line
You sit behind Approvals Desk 7 at Global Interactive Holdings. A line forms on the other side of the counter. Solo developers begging to renew a game that thousands of people still play. Studios who missed a number by a rounding error. A kid asking why the thing they paid for stopped working. You hear all of it. Then you reach for a stamp.

Gameplay based on the game Papers, Please
GREENLIT keeps a title alive. SUNSET ends it. Servers go dark, paid copies stop working, and the people who bought a license instead of a game find out that there game no longer works. You do not get to care. The only metric that reaches this desk is the bottom line.
But you dont care about any of that, you are a greedy coorporation and you only care about the Bottom Line
Every shift the Board hands down a profitability floor. Any title whose trailing operating margin clears the floor gets to live. Anything under it is sunset on sight, no matter how good it is or how many people are still logged in. The floor moves every day. So do the rules stacked on top of it.
What you actually do
- Pull each applicant's folder across the counter and lay their paperwork on the desk: studio credentials, publishing contract, store page printout, decision slip.
- Cross-check every figure against the Board directive pinned to the wall. Numbers that disagree between documents are grounds to sunset, and the Board calls that a good day.
- Toggle the tools when a story does not add up. SERVER LOGS pulls the live analytics and shows you the churn they hoped you would not read. LIVE DEMO calls the bluff on vaporware and doctored screenshots. FLAG AUDIT summons Legal when you catch fraud.
- Weigh their claimed revenue against the bag of coins on the scale. A light bag is an inflated number.
- Verify the revenue-share seal is genuine. A forged seal means the studio is skimming the company's cut. Sunset.
- Stamp. Return the folder. Call the next one forward.
It gets harder
The Board directive changes every day and the rules do not replace each other, they pile up. A voice that is not the company starts leaving notes in your folders, asking you to stamp GREENLIT on titles that were already marked to die. A press storm can break mid-shift and put a response timer on the screen while the queue keeps growing. What you do with all of it decides which ending you get.
High Score Chasers
Made for the Stop Killing Games community jam, theme "High Score Chasers." The score is the joke and the point. You are chasing a number that only ever asks for more, and the credits screen prints your run back to you as patch notes, generated locally from your own decisions. No network call. The game about killing games that need servers does not need one to run. That is the whole argument, and you play it.
Two ways out
Climb the ladder and become exactly what the desk wanted. Or use the desk against itself and pay for it. Neither one is clean.
Fully offline. Local saves. No server required to play.
| Published | 5 days ago |
| Status | Released |
| Platforms | HTML5, Windows, Linux, Android |
| Author | benjaminadams |
| Genre | Simulation |
| Made with | Three.js |
| Tags | 2D, Atmospheric, Dark, Dystopian, Narrative, satire, Short, Singleplayer, skgjam, Story Rich |
| Average session | About a half-hour |
| Languages | English |
| AI Disclosure | AI Assisted, Code, Graphics |
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