Good Morning [Employee Name] VR
关于游戏
"Welcome to Consolidated Dynamics. Your training begins today."
You just started at Consolidated Dynamics. It's basically the bell-Labs of this world but bigger. They are making something big, and your work is what is making it possible, and your job, for now, is to show up, sit down, and get through the day.
The coffee's fine. The people are friendly enough. Every morning there's a cassette on your desk with the day's instructions on it. It's a good job, better than you expected. You should probably stop turning it over in your head.
What this is
A seated VR mystery that plays out over your first twelve days on the job. You sit at your desk with everything in reach. You pick things up, push the buttons, turn the dials, and you listen. No walking, no locomotion, no motion sickness. Four to six hours, start to finish.
The work
The days fall into a rhythm. A cassette in the morning with your briefing. A voice on the headset to walk you through the tasks. A newspaper on the desk if you want it. In the evening, a "Relaxation Protocol" tape with a game designed to make you feel "relaxed" the company sends home, which is their idea of helping you switch off.
The tasks are hands-on and a little strange: switchboards, pneumatic tubes, banks of analog machinery that has no business still running. What all of it actually produces is something you piece together as you go.
The people on the line
You'll get to know a few of your coworkers over the two weeks, mostly over the phone. Sam's in your corner from day one. Dr. Larson answers a slightly different question than the one you asked. Dr. Chen deals only in numbers. Morgan would rather be anywhere else and doesn't bother hiding it. And Voss? Voss just wants the The numbers to go up. Listen closely. It matters more than it looks.
The world
It's the present day, more or less, just not the one we ended up with. Somewhere back in the 1930s the technology forked and never found its way back. Computers stayed analog. Phones stayed wired. The whole place is beeping, glowing and filled with tubes and spinning tape reels, and every bit of it has real weight in your hands.
How it ends
[redacted] many ways, depending on [redacted], but at one point [redacted] the moment, and it won't ask you to [redacted] eventually You'll [redacted] most of them, [redacted] and then you live with it.
From us
We wanted to make something quiet and a little uneasy, the kind of thing that works best alone and late, headphones on, lights low. Give it an evening. We think you'll want to talk to someone about it afterward.
Thanks for clocking in.
— The team at Shababeek Labs
Features
A seated VR mystery across twelve in-game days, roughly two to four hours
multiple hands-on analog tasks that get sharper and stranger as you go
Three endings, decided by a single choice
Full English voice acting with subtitles ( when it does not break immersion)
Plays entirely seated: no walking, no locomotion, no motion sickness
A cassette-futurism world, all analog, all tactile
Accessibility options: height adjustment, reach assist, colorblind friendly
Runs on Meta Quest 2/3/3S/Pro (Link/Air Link/Steam Link), Valve Index, HTC Vive, Oculus Rift, Windows Mixed Reality
Content notes
This one trades in unease rather than scares: psychological themes, a slow sense that something's off, and some mild language. No jump scares, no gore, nothing sexual, no sustained loud noise. There's one optional moment with flashing visuals you can turn off in the settings.
玩家活跃度
月度统计
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