A co-op stealth game about ruin. Two minor demons work one apartment building, nudging seventeen neighbours toward the worst version of themselves. You never attack. You move a key, forge a letter, wait — and let the people do the rest.

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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?

“The Devil's Work is a systems game. Seventeen residents run their own routines, talk to each other, form suspicions and pass them along — and those systems collide in ways no internal test plan fully predicts. A single household can produce a situation nobody wrote and nobody caught.

We are using Early Access for exactly one thing: finding and fixing those cases with real players, on real hardware, in real co-op sessions. Bug reports, edge cases, softlocks, desyncs. That is the entire purpose.

The game is content-complete. We are not using Early Access to build it.”

Approximately how long will this game be in Early Access?

“We plan for around 6-9 months. This is a stability period, not a development period, so we would rather leave early than stretch it — the moment the reported issues stop being the kind that break a playthrough, we ship the full version.”

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

“In content, it will not differ. The story, the five acts, the five endings, the seventeen residents, the sabotage and crafting systems and all supported languages are in the Early Access build. There is no held-back chapter, no roadmap of features arriving later, no paid additions.

What we plan to change is how reliably it all runs: fixing the bugs players report, hardening the co-op session against disconnects, and correcting balance where reported data shows a situation is unwinnable or trivially winnable rather than merely hard.

We are stating this plainly because it is unusual. If you buy this game in Early Access, you are buying the whole game — you are simply buying it before we have finished proving it behaves.”

What is the current state of the Early Access version?

“Fully playable start to finish — single-player, two-player online co-op, and two-player local split-screen co-op.

- A twelve-flat building with seventeen residents, each with their own daily routine, relationships and suspicion state
- Both demons with their full ability sets and their asymmetric rules — the Inner one cannot survive daylight, the Outer one cannot enter after dark, neither can hand an item to the other
- More than 60 ways to interfere, including 51 crafting recipes made from objects stolen out of the building
- Quest chains for every resident, with cross-resident prerequisites — pressure on one household changes what is possible in another
- A five-tier Angel escalation system and per-resident suspicion
- Five acts and five distinct endings — about ten to sixteen hours on a first playthrough
- Local split-screen co-op for two gamepads on one machine, alongside online co-op and single-player
- An optional tutorial that teaches both demons before the building opens up
- Full interface and subtitles in 12 languages

Known rough edges are in stability rather than content: rare co-op desyncs, occasional NPC pathing oddities in crowded rooms, and balance situations we want measured against real players before locking down.”

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

“We do not plan to raise the price when we leave Early Access. The full version is the same game with fewer bugs, and we do not think fixing our own defects is something to charge extra for.”

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

“Bug reports are the point of this Early Access, so they get first-class treatment: Steam discussions, with a template that captures the save, the act, and what the residents were doing when it broke — because in a simulation game the state around the bug matters more than the bug.

We will publish what has been reported and what has been fixed, so you can see whether your report went anywhere.

We will also listen on balance, with one honest limit: we are not taking requests for new content, characters or endings. Saying yes to those would turn a bug-fixing period into an open-ended development period, and the people who bought a finished game would be the ones paying for it in waiting.”
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About This Game

You are not the monster. You are the excuse.


Two minor demons are assigned a twelve-flat apartment building and seventeen people who live in it. You have no claws, no spells that kill, no way to force anything. What you have is patience, a key that fits the wrong door, and a very good sense of when someone is about to make a mistake on their own.

Every ending in this building is written by its residents. You only make sure they have the pen.

Two demons, one building, no direct violence

  • The Inner Demon works inside. It slips through doors after dark, moves objects, plants forgeries, and cannot survive daylight.
  • The Outer Demon works the street, the market and the park — the places the Inner one cannot reach by day.
Neither of you can do the job alone, and you cannot simply hand things to each other. Items move through dead drops: one leaves it, the other collects it. Play with a friend online, sit next to them on one screen in split-screen local co-op, or play alone and switch between the two.

Sabotage is small, consequences are not

Forge a doctor's note. Loosen the thing that was already loose. Leave a perfumed love letter where a jealous man will find it. More than sixty ways to interfere, fifty-one of them crafted by hand out of what you steal from people's kitchens and drawers.

Nobody dies because you pushed them. They die because of what they did after you left the room.

Suspicion is a person, not a meter

Every resident tracks you separately, from "something felt off" to calling the superintendent. They talk to each other. A rumour you started in flat 7 turns up in flat 3 two days later, wearing a different face.

And above all of it, an Angel is watching. It does not chase you. It escalates — and by the time you notice it has, you have already lost the room to move in.

Seventeen people who were fine before you arrived

A building superintendent with a fixed patrol and a heavy set of keys. A couple whose marriage is one bad evening from ending. A boy who skips school. A woman who prays every night at the same hour. They wake, work, argue, sleep — with or without you. Corrupt one and the others feel it, because they are neighbours, and neighbours notice.

Five acts, five endings, no clean one

A first run at this building takes about ten to sixteen hours. There is total damnation, there is chaotic failure, there is the Angel winning, there is a victory that costs you more than it pays — and there is the one where somebody's conscience wakes up at the worst possible moment and takes the whole floor with them.

You will not get through this building without deciding what you are willing to do to people who never did anything to you.

Mature Content Description

The developers describe the content like this:

This game is about psychological manipulation and self-destruction among the residents of an apartment building. Depending on your choices, characters can end up hospitalised after alcohol abuse, dependent on prescription medication, committed to a psychiatric ward, pushed into sex work, or drawn into crime, blackmail and the breakdown of their marriages. Residents fight each other on screen, without blood or injury detail. Sex work is referred to and set in motion by the player, but never shown; there is no nudity and no profanity.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i3 / AMD Ryzen 3
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible GPU with 2 GB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Local split-screen co-op requires two controllers.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 (64-bit)
    • Processor: Intel Core i5 / AMD Ryzen 5
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 compatible GPU with 4 GB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Local split-screen co-op requires two controllers.
    Minimum:
    • OS: macOS 12 (Monterey)
    • Processor: Apple M1 / Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: Metal compatible GPU with 2 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Local split-screen co-op requires two controllers.
    Recommended:
    • OS: macOS 13 (Ventura)
    • Processor: Apple M2 / Intel Core i7
    • Memory: 8 GB RAM
    • Graphics: Metal compatible GPU with 4 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Local split-screen co-op requires two controllers.
    Minimum:
    • OS: Ubuntu 22.04 LTS / SteamOS 3
    • Processor: Intel Core i3 / AMD Ryzen 3
    • Memory: 4 GB RAM
    • Graphics: Vulkan compatible GPU with 2 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Local split-screen co-op requires two controllers.
    Recommended:
    • OS: Ubuntu 24.04 LTS / SteamOS 3
    • Processor: Intel Core i5 / AMD Ryzen 5
    • Memory: 8 GB RAM
    • Graphics: Vulkan compatible GPU with 4 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Local split-screen co-op requires two controllers.
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