Infernal Affairs
"Infernal Affairs" is an ongoing solo-developed interactive game project
that merges dark humor, horror, and bureaucratic satire into a surreal
workplace simulator set in the afterlife. The player assumes the role of
a low-level demon office worker tasked with managing ridiculous
policies, scheduling misery-inducing tasks, and maintaining the illusion
of productivity in a corporate interpretation of Hell. The project
blends stylized 2D art with a gothic interface and employs intentionally
banal and frustrating mechanics to make fun of work culture and the
absurdity of bureaucratic systems.
I developed the project using the Godot game engine, designing all UI
layouts, scene logic, and interaction systems in GDScript. The game’s
core mechanic involves assigning tasks to demon employees—each with
unique weaknesses, neuroses, and “misery thresholds”—to maximize
organizational efficiency while deepening their existential torment.
Players navigate this system through a desktop-style interface that
mimics office management software, complete with fake applications,
reports, and internal communications from Hell’s administration.
Earlier iterations of the game were prototyped in HTML, CSS, and
JavaScript, where I established the foundational drag-and-drop
scheduling system and the “Misery Index” calculation that tracks player
performance. These mechanics directly informed the Godot implementation,
serving as a proof of concept for how the game could merge management
simulation with dark narrative humor. "Infernal Affairs" continues to
evolve as a full scale game with additional narrative implemented to
serve its purpose of a satirical spin on an office job afterlife and to
make players relate and laugh.