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DON'T FEED IT

Game description:

In DON'T FEED IT, you begin trapped in a small house with one instruction written on a crumpled note: feed it, and only during the day. The interior is bare, the windows are sealed, and time moves slowly. There’s no clear goal, no voice guiding you, only the repetition of a single task. Each morning, you wake up and follow the same steps—search, prepare, deliver. The rules are simple but feel absolute. You aren’t told what happens if you stop. You just know not to try.

Changes After Sundown 

As the sun dips below the horizon, DON'T FEED IT becomes something else. The house is no longer quiet. You hear things beyond the walls, behind the door, under the floor. You begin to avoid certain corners and hesitate before stepping too close to shadows. The game doesn’t rely on explanation. It presents a pattern, then breaks it. The fear doesn't come from what you see, but from what the rules imply—and what might happen if those rules are ignored.

No Safe Ending 

Progress in DON'T FEED IT is tracked in days, each one narrowing your focus. It’s not about choice, but control—whether you follow instructions or not, something waits for the outcome. Multiple endings offer different results, but none feel like escape. The visual style imitates old horror games, creating a sense of isolation through grainy effects and minimal movement. You are not trying to win. You are trying to understand whether obedience keeps you safe—or just delays what’s coming.

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