
The original poster
Now it has been abandoned
Clean Disposal is a narrative-driven psychological adventure about how a small, harmless action spirals into a growing chain of social misunderstandings.
Tags: Narrative/Adventure/RPG/
Game Overview
Clean Disposal is a narrative experience game centered on inner pressure and social misreading.
Players take on the role of an ordinary student who is caught up in an ever-expanding chain of misunderstandings while trying to properly handle a bulging power bank.
The game places players in a seemingly safe, controlled modern environment, but as a series of tiny actions are misread, the world begins to respond to players in disproportionate ways.
Players must make judgments in vague information, changing atmospheres, but whatever is chosen can become a new “suspicious point”.
The core of the game’s concept is not “exposing the truth”, but “experiencing how misunderstandings are formed”.
The world will not tell the player the answer; Instead, the lack of information, bias, and fragmentation pose a major challenge.
The more players try to get things done, the more likely they are to trigger bigger misunderstandings; The more the world tries to understand the player, the more it misunderstands the player.
Clean Disposal offers a psychological tension experience:
You understand the world, and the world misunderstands you.
Ultimately, players must face not the event itself, but the fear of “how to be seen”
Target Audience
- Age Rating: 16+ (for mature themes, psychological tension, and moral complexity)
- Players who like social narratives, psychological suspense and slow-paced indie games
Players who prefer immersive moral choices and a lingering emotional impact experiences over fast-paced action
Movement
The story’s pacing follows a snowball-like rhythm, with each chapter developing as a direct consequence of the previous one.
Its momentum comes from causality spinning out of control rather than mission-based progression, forming a self-accelerating narrative.
I hope this game goes beyond simple movement or mouse-clicking, allowing the player to be pulled forward, drawn deeper, and gradually trapped in the flow of events.
Inspiration
My plot inspiration is mainly from In Bruges and Seven Psychopath.
I personally think that I was very influenced by Martin MacDonald, especially his “black humor + absurd causal chain” narrative.
I like the kind of seemingly small, everyday behavior in his pen that will roll into a series of exaggerated and sad consequences. Everyone thinks they are making a reasonable choice, but the world keeps misunderstanding them.
Kenneth Anger’s influence is more on atmosphere.
The feeling of “there is no direct horror in the picture, but there is something wrong” has a great influence on my style. Clean Disposal is essentially about putting these narrative styles into a quieter, more realistic, and more everyday scene.
Essential Experience
—————————————————————————
To feel clean, but not innocent
To clean the mess, only to realize you were part of it all along
—————————————————————————
I hope players can experience a quiet sense of guilt and reflection:
realizing how everyday actions, meant to fix or clean, can still cause unseen harm.
The quiet panic of realizing that trying to make things right has only made them worse.
Leave a Reply