A satirical side-scrolling office RPG. Walk the open floor plan, survive standups, reviews and layoffs, dodge the AI quietly absorbing your tickets, sneak job interviews on company time, and grind toward the only real win condition: enough money to never come back.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Corporate Slave is a comedy game about a system that pushes back, and both halves of that need real players to get right.

The jokes need an audience. There are hundreds of hand-written events, emails, meetings and rejection letters in here, and the only way to learn which ones land — and which corporate horrors we haven't thought of yet — is to put it in front of people who have lived them and listen.

The systems need pressure. Energy, stress, performance, visibility and money all feed each other, and a career should feel survivable but never comfortable. That balance is genuinely hard to tune alone, and players will find the exploits, the dead ends and the death spirals far faster than we can.

Early Access lets us build the rest of the game with that feedback in hand instead of guessing.

Approximately how long will this game be in Early Access?

“We're currently planning on somewhere in the region of 6 to 9 months in Early Access.

That's an estimate, not a commitment. The honest answer is that the game leaves Early Access when the systems are balanced, the story arc is complete end to end, and the content is deep enough that a long career stops repeating itself — and we'd rather take longer than ship that half-finished.
If community feedback points us somewhere we didn't expect, or a feature turns out to be worth doing properly, we plan to adjust the timeline rather than the quality.

We'll keep the store page and our update posts current if that estimate changes.”

How is the full version planned to differ from the Early Access version?

“The Early Access build is the full loop, and we plan to keep deepening it.

Things we'd like to do:
- More story. The main arc runs five acts today; we plan to extend it, add branches that respond to how you actually played, and write additional endings.
- More employers and more variety between them. Right now every office shares one floor plan; we plan to give companies their own identity, culture and hazards.
- More to do on the floor. Additional minigames, office events, seminars, meeting types and story set-dressing, plus more content in the systems that already exist.
- More times of day. After-hours and late-night art for overtime and hackathon nights.
- Deeper management. More to the manager track once you're on the other side of the desk.
- Ongoing balance and quality-of-life work driven by what players report.
- Graphics and sprites adjustments / improvements.

We can't promise every item lands, but that's the direction.”

What is the current state of the Early Access version?

“Playable start to finish. A full career loop is in: real-time office days, evenings and weekends, six parody employers, probation, performance reviews, PIPs, reorgs and layoffs, a multi-round interview pipeline with offers and negotiation, notice periods and exit interviews, the manager track with its own hiring and 1:1 systems, equity that vests just slowly enough to keep you there, a five-act story, and five different ways for a career to end. There are well over a dozen minigames, six save slots plus an autosave, and a soundtrack synthesized entirely at runtime.

What's still rough: balance. Stress and energy currently bite hard, and long careers are difficult to sustain — we're actively tuning that. Some art is still placeholder in places, a few story beats lack their set dressing, and every office currently shares one floor plan.

Expect bugs. There's a bug reporter built into the game to make telling us about them easy.”

Will the game be priced differently during and after Early Access?

“While we're currently not planning on changing the price when we leave Early Access, this may vary on multiple factors. There's a lot of work that still needs to be done and if slightly rising the game's price would allow to bring in additional talent to make significant improvements and changes to the game, that would be something we'll consider doing.”

How are you planning on involving the Community in your development process?

“Players are the reason this game works, so we plan to make it easy to reach us and easy to be heard.

- The Steam Community Hub is home base. Bug reports, balance complaints, feature requests and arguments about which meeting is the worst meeting all belong there, and we plan to read and reply.

- There's a bug reporter in the game. It captures the full game state and saves it to a file you
can attach to a post, so "it broke and I don't know why" is still a useful report.

- Send us your worst day at work. The game's events, emails, seminars and coworker lines are written as drop-in content, which makes player-submitted corporate horror genuinely easy to turn into something in the build. If it happened to you, it can happen in here.

- We plan to discuss the roadmap openly and let community feedback shape what we prioritize next.”
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This game is not yet available on Steam

Planned Release Date: November 2026

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About This Game

YOUR BADGE WORKS. THAT'S THE GOOD NEWS.

Corporate Slave is a satirical single-player RPG about surviving a modern tech job. You walk a

side-scrolling open floor plan in real time, from 9:00 to 18:00, and every hour is a decision: ship the

ticket, dodge the meeting, refill the coffee, or use the company laptop to apply for a different life.

Then you go home, spend your handful of evening hours, and do it again tomorrow.

There is a win condition. It is money. It is a long way away.

THE OFFICE DAY

Nine hours, one floor, a clock that does not care about your plans.

  • Actual work — feature tickets play out as SHIP IT, a coding QTE against the build timer, 

    or BUG HUNT, where you swat bugs before they escape into PROD. Escapees become "known issues".

Known issues are immortal.

  • Meetings — standups, syncs, and the ones that appear mid-sentence. Stay awake, answer with the

correct buzzword, and decide every time whether joining is worth the hour. Leaving early is noted.

Everything is noted.

  • The floor — printer duels (PC LOAD LETTER), coffee timing, water-cooler gossip that leaks real

intel, and a window you can stare out of. Staring helps.

  • Micro-events — SEV-2 incidents, fire drills, cake for a stranger named Craig, mandatory IT

restarts at 1:47 PM, and the VP walkthrough: a 2.6-second ALT-TAB reflex test.

  • Job-hunting on the clock — check mail or Easy-Apply at your desk and roll the dice on someone

seeing your screen.

THE EVENINGS ARE YOURS (ALL THREE HOURS OF THEM)

Rest, side hustle, BeetCode prep, doomscroll — you get a few slots and never enough. Take a therapy

session on the commute. Get shaken down by a dentist. Pay $10 a week for an app you don't remember

subscribing to. And run the job hunt properly: a fake email client where recruiter invites, offers and

rejections land overnight between the spam, and a satirical professional network where applications

percolate for days before fate arrives by mail.

Interviews are full multi-round gauntlets. Skill rounds, a rapid-fire question stage that escalates

from normal to unhinged, and a culture-fit finale — taken over video from your couch if you're still

employed, or in person inside the target company's own rendered interview room, under their values poster.

Offers expire in four days, because urgency is a core value. You can negotiate. They might rescind.

THE AI AGENT

Your new colleague was plugged in overnight. They roam the floors of different companies and absorbs your tasks, and the tasks count for them now. A five-act story runs the length of your career and it goes somewhere specific —

and when you finally learn what those agents actually are, you get to decide what to do about it. There is a seat

being offered. There is also a door.

CLIMB, TRANSFER, OR RUN

Perform well enough and the ladder forks: +15% pay and your IDE license revoked within the hour. As a

manager you hire your own team through a proper hiring minigame, run 1:1s for your reports, keep morale

above the resignation line, and watch your performance become a function of someone else's output.

Congratulations. You are the calendar now.

Or take an internal transfer. Or hand in your notice, serve the week, and sit through the exit interview.

THE MACHINERY

  • Six parody employers, each with its own office, CEO caricature, salary bands, stability and

mission statement — and their own all-hands announcements about the betaverse, the AGI timeline, or the

Year of Efficiency (#4).

  • Probation, performance reviews, PIPs, reorgs and layoffs — rumored at the water cooler, delivered

as a calendar invite titled "Quick Sync". Survive on performance and visibility, or take the box and do the

walk of shame.

  • RSUs that vest just slowly enough to keep you here. Rent, bills, salary, and a rival whose career

advances whether you log in or not.

  • Hackathons, mandatory HR seminars, employee surveys, remote all-hands, CEO floor visits, overtime

— and a side hustle you can run at your desk, at escalating risk of being caught.

  • Stats with teeth — energy, stress, performance, visibility and money all push back. Max out stress

and you break down. Do it three times and the run is over.

It's just a job. You can leave any time. Prove it.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code.

System Requirements

    Minimum:
    • OS: Windows 11, 10
    • Processor: Quad core 3Ghz+
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 capable GPU with 1GB VRAM - GeForce GTX 750 Ti, Radeon R7 360 or Intel UHD Graphics 730
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 11, 10
    • Processor: Quad core 4Ghz+ from 2020 or newer
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 capable GPU with 4 GB VRAM - GeForce GTX 1050 Ti, Radeon RX 570, Intel Arc
    • DirectX: Version 12
    • Storage: 500 MB available space
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