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Game overview

The Beast Awoke To Eat Your Darlings

· QUIRKIGAMI· PC
The Beast Awoke To Eat Your Darlings
Game Details

Key information, ratings and estimated playtime at a glance.

Overview

DeveloperQUIRKIGAMI
PublisherQUIRKIGAMI

Platforms & genres

Platforms
PC
Genres
ActionIndieStrategy

Gallery

Game media

6 screenshots · 0 videos

Screenshots

Description

BATEYD looks like an action game. It isn’t one.

It’s a puzzle you’re standing inside. Everything in these nightmares — the Beast, its Sentinels, the cats, the hunger — runs on rules you can learn. Nothing is random. Nothing cheats. You’ll be terrified anyway, in broad daylight, with nowhere darker to point at.

Dying is not the problem

Die, and the game offers you more helping items. Take them, or don’t — refusing help is worth points. The Beast wants you reckless. The leaderboard wants you patient. Both of them are watching.

The nightmare

You woke from a two-year coma with a hole where your memory should be. Now the nightmares come nightly, and they all play out the same way: there’s a Beast, and it keeps cats in cages. When it gets hungry, it eats one. Then another. If it sees you, it chases you, and better it doesn’t catch you — feeling your head being chopped off is quite unpleasant. The way out is at the top of the tallest building, and the elevator only runs with a cat nearby. So: find the keys, get the catnip, and bring as many darlings up with you as you can.

Everything follows rules

Sentinels run when they see you and fire a flare. A flare always brings the Beast. Sneak up on a Sentinel and pet it, and it melts into a beer puddle; the Beast stumbles in and starts drowning until the others come dry it out. A hungry Beast will eat a steak before it hunts a cat. Danny trades vines, tonics, and invisibility for the bracelets you find lying around. None of this changes between attempts. That’s the point — you can plan. And the rules combine in ways nobody scripted, including the person who wrote them.

Five nightmares, built to be replayed

Parking Lot. Cemetery. School. Rave. The Park. Each one scores you on cats saved, bracelets collected, Sentinels spared, help refused, and speed — with per-level leaderboards and a ceiling built for people who don’t stop at “escaped.” Playing well unlocks memories: twenty of them, kept in a journal that organizes them by meaning instead of by time. Putting them in order is your job.

A past worth remembering

The story is there if you want it — specific, disturbing, and never in the way. It gates nothing. Skip every word and the game plays the same. Read all of it and the nightmares stop being abstract.

Made by one person

Design, art direction, code, and the soundtrack — performed live on Moog synthesizers and Elektron machines — by Francesco Antolini, who spent a career directing big open-world games and then went home to make this one alone. The world is built too big for you on purpose. You get used to it. Mostly.