
The Tedium and You
The Tedium and You is an experimental first-person boredom simulator. Getting points is easy: just walk back and forth across a boring hallway. But that likely won't hold your interest. Explore the facility instead to find that the more you see, the less you know.
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Game contextLatest: IGF Team
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7 itemsAbout the Game
Infinite gameplay... unfortunately. Explore an infinite, procedurally-generated, not-necessarily-Euclidean office building that refuses to suggest any overarching meaning to it all.
The Tedium and You is an experimental first-person game featuring infinite, not-necessarily-Euclidean procedural generation and themes of meaninglessness. Getting points is easy: just walk back and forth across a boring hallway. But that likely won't hold your interest. Explore the facility instead to find that the more you see, the less you know; halls wrap in on themselves, rooms aren't always where you expected them to be, and you just can't seem to escape the soulless corporate carpeting and ticking clock.
Every element of the game points to its own pointlessness—the world around you changes with each playthrough, the narrative is self-aware, and the only way to earn points is to perform a boring task. The game offers a quiet commentary on the self-definition of meaning: when the world itself has no intention of giving you a clear, solid, objective meaning, will you determine your own or will you give in to the tedium and quit?
The Tedium and You is an experimental first-person game featuring infinite, not-necessarily-Euclidean procedural generation and themes of meaninglessness. Getting points is easy: just walk back and forth across a boring hallway. But that likely won't hold your interest. Explore the facility instead to find that the more you see, the less you know; halls wrap in on themselves, rooms aren't always where you expected them to be, and you just can't seem to escape the soulless corporate carpeting and ticking clock.
Every element of the game points to its own pointlessness—the world around you changes with each playthrough, the narrative is self-aware, and the only way to earn points is to perform a boring task. The game offers a quiet commentary on the self-definition of meaning: when the world itself has no intention of giving you a clear, solid, objective meaning, will you determine your own or will you give in to the tedium and quit?