
Await your verdict in a luxury apartment that can execute you. Your behavior is judged. Survive long enough and you might be pardoned.
Modeled estimate, not a reported figure. How we estimate →
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About
Year 2125.
Capital punishment still exists — but it has been rebranded.
For humanitarian reasons, executions are no longer carried out in prisons or public facilities.
They now take place in luxury residential apartments, designed to provide comfort, normality, and dignity during the final hours.
You are placed inside one of these apartments.
No guards.
No visible sentence.
No explanation.
Only a space designed to observe how you behave when you believe nothing matters anymore.
Dead Man Waiting is a short, first-person narrative experience focused on everyday actions.
You will:
wash dishes
sort trash
organize food
restore order after small accidents
None of these actions are neutral.
Every movement, hesitation, mistake, and correction is silently recorded by an unseen system of judgment.
You are never told how well you are doing.
You are never shown a final score.
The apartment reacts.
The atmosphere changes.
You begin to understand.
There is no visible judge.
Instead, the game communicates approval or disapproval through:
subtle visual feedback
environmental reactions
restrained sound design
brief, impersonal confirmations
The system does not reward you.
It registers you.
A contained, realistic apartment
A series of interactive domestic tasks
Minimal UI, no tutorials
A final evaluation that is never explicitly explained
Estimated playtime: 15–30 minutes
Multiple endings are influenced by your behavior.
Not a horror game
Not a puzzle game in the traditional sense
Not a score-based experience
Not an action game
This is a psychological, observational experience.
Players who enjoy narrative-driven, atmospheric games
Fans of dystopian or speculative fiction
Players who appreciate ambiguity and interpretation
Genres
Stats
Languages: English**languages with full audio support
Related
Related
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.