
A bite-sized (literally) comedic adventure where you relieve the stress of ordinary life by biting through walls. Therapy is expensive, but drywall is plentiful.
Modeled estimate, not a reported figure. How we estimate →
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About
Aren't you tired of being nice? Don’t you just want to… bite something?
The Struggle Is Real
Drywall Eating Simulator is a physics-based 3D adventure carefully constructed to simulate the delights of late capitalist life. Engage in small talk, hit your KPIs, and maximize value for shareholders. And when you can’t take it anymore you go and eat some drywall.
Wall Buffet
Peek into your neighbor’s apartment, navigate a retail nightmare, or schmooze your way through a pretentious art gala. Where there’s a will there’s a way, and where there’s a way, there’s drywall! Smash through walls not just to clear a path, but to cope the only way your body knows how.
Small Talk is Overrated
Annoying tech bros, gamer rivalries, and strangers constantly feel the need to overshare. Every interaction will raise your stress level. Your patience? Gone. But you know what’s always there for you? I’ll give you a hint, it rhymes with schmywall.
But Like...Why Drywall?
Why not drywall? Life is filled with everyday pressures and stressors. Your boss is a nightmare, your friends keep ghosting you, politicians are driving you nuts - but not drywall. Drywall doesn’t ask questions, it doesn’t gossip, it doesn’t judge you, and it doesn’t bore you to death with small talk. It crumbles only when you need it to. And in that crumble you find yourself…or at least find a tasty(?) distraction.
Discover the delights of late capitalist drudgery!
Multiple levels with a colorful cast of fellow humans to talk to!
Delicious drywall!
Avoid various nosy NPCs trying to get up in your business...
Don't let your anger get out of control...
Keep your secret safe...
*Drywall Eating Simulator is a work of fiction. Please do not try this at home, you will probably damage your teeth.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Not as exciting as the title suggested. Had some funny, sometimes quirky moments and a couple of guest appearances of characters from other franchises. There's a girl with a hajib in the first level. Eating drywall has little purpose other than to calm you down, which can also be accomplished by exiting the level and returning with your anger cleared. The primary goal is to get angry enough to bash walls down, and also complete other objectives like fetch quests. The writing tells me a lot more about the opinions and political stance of the guy who wrote the dialogue than I'd prefer, as it seemed very one-dimensional. Like, I get that people dislike AI, that's fine, until hating AI is your whole identity and personality, and now I have a lower opinion of the person who wrote the script. I mean, I was just here to eat drywall. Mission accomplished I guess. There were some cute pictures of real pets, so that was cool.
Love the comedy, love the anti-capitalist and anti-AI messages, love the artstyle of the characters, love the chunks of sweet, sweet drywall. Add some achievements and I'll totally be back for another playthrough! (Oh, and seeing as how it's July 14th, Happy International Nonbinary Day!)
This game is a bit rough at times, but the devs seem to be pushing out update after update, even during the holidays. Unfortunately they got this game a little too accurate to the average office experience.
boring. has hijabi girl in level 1.
10/10 drywall, plenty of flavors to choose from
I went into this expecting to eat drywall. I did not go into this expecting to see a blazing hatred of late stage capitalism (that i LOVED)! I too get furious and vibrate a lot when talking to AI and/or crypto bros. Honestly though, this game had a LOT more to it than I expected! You get to experience the joys of arbitrary rent raising, working in the retail sector AND corporate employment. I actually quite like the art style, I love the concept of getting so mad with the state of the world that you just want to ram your head through walls and eat it, and I love the message that comes along with it. This was genuinely a hidden gem for me and while I did end up getting stuck (after the presentation the boss just kept saying they would be waiting for me in the presentation room) I had a LOT of fun. Would absolutely play it again once I can progress past where I was!
Just like the real thing, I would know since I have first hand experience
Drywall Eating Simulator. It's in the name of the game and didn't disappoint, but I was delightfully surprised on the fact of this being a commentary on the modern age. The gameplay loop is simple and easy to get the jist of. It's a fine game, but, at the same time I feel like there isn't much to write home about. Some Things I Enjoyed: - Character Design The character design is initially what brought me into the game, reminding me of Great God Grove or Smile For Me. The designs were nice and unique for each character, with the exception of the techbros who are intentionally meant to just be unthinking carbon copies with just a different coat of paint. - Dialogue Dialogue was funny! Especially the first interaction with the Senator, that gave me a big smile on my face. The dialogue is well written to the point of, "Man, this is actually frustrating" and "I hate that I've heard this in real life." Some Things I Dislike: - The Gameplay The Gameplay in essence is simple. You have an objective, you do the objective, get mad and eat drywall along the way. I wish there was actually like... more to it? I don't know if getting too mad actually had a detriment because drywall was in such abundance. It was fun, but not exactly engaging. The most engaging part was the [spoiler] Coffee Quest [/spoiler] and the [spoiler] Presentation Scandal [/spoiler] I really thought there would be more like it as the game continued where you have to [spoiler] Go Back to Previous Areas to bring back an Item or view some dialogue [/spoiler]. But it just... wasn't present past that. Again, I just wish there was more to engage me with than dialogue and quite literally in this case banging my head into the wall. Another small gameplay related gripe, I felt myself too easily getting stuck on things in the environment as I moved around. Really brought down the flow a little bit especially when running. - Length. This game is SHORT. On average you'll probably beat this in 2 hours. I got it down to an 1 1/2. This is only a 10$ Game, so I won't go too hard on it for being so short, but do wish there was more to do. The longest I took on an area was the last one because after talking to an NPC they swap location. Sometimes I had to talk to the same NPC multiple times because the Quest Ticker didn't go up properly. - The Ending Just a bit unsatisfying. Does it make sense? Sure. But I was invested in what was going on and to just get... nothing past that was a bit frustrating. This Game Overall Has: - A Short Story - Nice Character Designs - Simple Gameplay - Silly Dialogue that hits a little too close to home Overall Review: Drywall Eating Simulator was a game. Other than the positives that I gave, this is one of those "One and Done" games you play. Is it a bad game? No. Unless you're one of the people the game is making fun of I guess. It doesn't overstay its welcome, but it sadly doesn't have much to write home about other than Bing Bong and Jimbo are along for the ride. Again, its a fine game, I just wished there was more. Final Score: 4.5/10
This game cured my acid reflux.
Drywall consumption serves the singular purpose of calming down your character. However, the only real reason you have to do this is because characters refuse to talk to you when you get too pissed. I mean, the vision filter is a bit annoying, but there genuinely isn't that much motivation to calm yourself. Besides the idea of eating drywall being fun, I guess. I figured out after the first level that getting to that point of anger is kind of annoying (see: stocking, where getting anger requires a task's completion, each time) and it is tedious to get pissed enough to break a wall to another area and then get too calm by immediately eating the drywall. Therefore, it is easiest to get angry once, and then to charge forth and break all of the walls in order to access necessary areas. Maybe it's on me for not committing to the intention of the game, but for eating drywall being the entire premise, it felt unfulfilled. I did actually enjoy the earlier levels of the game, most particularly the second to last one. It was more mentally stimulating, and the payoff of the presentation was nice. Sadly, it felt like that progress to something fun got ruined with the last level. I am left wandering throughout the same loop of white walls. Only so many times can I look at the same things and not get bored. I don't think this is necessarily a bad thing in a game, just that it was set up to provide a different experience and pivoted away, leaving me disappointed. There was clear and helpful guidance in the earlier levels, but I got lost in my objective. Eventually I figured out that it was reduced to finding where a character popped up next in the same rooms. Unfortunately, I also found and wandered the maze area before it was relevant and got myself even more lost and bored. When I did enter the maze at the appropriate time, the narrative payoff dialogue did genuinely help. I felt that there was a reason for the degradation in experience, and it did somewhat justify the time I spent. I liked the addition to the lore. Yet when I finished my task, I was reminded how much clear guidance was provided otherwise so that I would not get frustrated wasting my time, and questioned my wandering, remembering that the level did not have to be like this. I may have been lost due to stupidity, sure, but if getting to an easily remembered area deserves an extra guiding light, why didn't that earlier segment?
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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