TRAILER SHOWCASE
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FACT SHEET
| Official Title: | DRINK HUMAN BEANS |
| Developer: | Last Dissent (Last Dissent, LLC) Solo-developer |
| Release Window: | Q4 2025 |
| Genre: | Singleplayer Horror / Adventure |
| Platforms: | PC (Steam) |
| Languages: | English |
| Tagline: | Your phone would never lie to you. |
| ESRB Rating: | Blood and Gore, Intense Violence |
NARRATIVE PITCH
Simulated Customer-Service Slavery can be an exciting adventure for the morally flexible.
The future is having a Coffee vending machine in your kitchen that makes you hurt people.
They framed you for murder.
You killed innocent civilians for fun.
They turned you into a vending machine.
You inhabit another naive infinity.
Various AI personalities command and control you through deception. Secur Protocol is your protector and your prison. Starcup motivates you with drinks and revenge.
GAME DESCRIPTION
DRINK HUMAN BEANS is a psychological-horror, dystopian thriller that rides the line between genres. At first glance, it is pure narrative, but at the player's discretion, it can become an immersive-sim puzzle/shooter.
It was designed as a psychological experiment to answer the question: “If presented with the explicit option to do evil, and the implicit option to escape, which appeals to the player?”
DHB was inspired by the likes of Philip K. Dick, The Stanley Parable, and the Stanford Prison Experiment.
CORE CORE FEATURES
- Phone-Centric Mechanics: All interactions and dialogue involve your smartphone interface.
- Mandatory Surveillance: Interrogation interviews force you into cornered choices that construct your guilt.
- Secret Manifestations: Power outages open system fractures, allowing the player to make hidden choices and find multiple endings.
ABOUT LAST DISSENT
I am a self-funded solo-developer focused on creating games that change their players.
The name Last Dissent is intended to evoke a radical vision. The Last relates to our impending, and current, dystopian-reality. The Dissent is from the status quo of common focus-tested dopaminergic game design theory.
Within the common simulacrum/// We kill our enemies, but never bury the dead