A first-person psychological horror game about a full workday. You will clock in. You will do your job. You will go home. You will not remember any of this.
Steam wishlist coming soon · Built in Unreal Engine 5
You are a new employee at Protocol Integrated Systems, a clean, pleasant robotics corporation with warm lighting, approved art on every wall, and a wellness program your onboarding rep described as industry-leading. Your job is straightforward. Your coworkers are friendly. Every morning you arrive refreshed.
You have no memory of yesterday. You will have no memory of today. The company calls this a wellness benefit. You signed the forms.
Protocol: Robot is a first-person game about noticing things you are not supposed to notice. No enemies. No weapons. Just the facility, your role, and the slow understanding that something here is very wrong.
This orientation material has been approved by the Protocol Integrated Systems Wellness Division.
You will go home tonight with no memory of today.
You will return tomorrow with no memory of tonight.
Six endings. One has never been found.
Protocol's AI doesn't telegraph its surveillance. Between sessions, it reads your behavioral data — where you walked, what you investigated, where you lingered. Get better at avoiding detection and you teach it exactly how to find you. It is never confirmed. It is only inferred.
Role, arrival time, coworker relationships, and starting conditions are all different each playthrough. Janitor. Technician. Data clerk. Your role determines your access, your tools, and what you'll eventually find. The building is always the same. The experience is not.
No jump scares. No monsters. Your coworkers are real people you will learn to care about. The art on the walls changes based on what you've discovered. Nobody mentions it. Something is happening to someone you know. You will piece it together yourself.
Protocol Integrated Systems builds robots. The facility runs on a fixed schedule with break rooms, intercom announcements at the same time every day, and approved art on every wall. Your coworkers wave hello. Your supervisor is professional. The receptionist always remembers your name.
The horror comes from noticing that something is wrong with someone you've learned to like. Then they are replaced. Quietly. By something that uses their name and sits at their desk and almost gets their word choices right.
The building is the same every playthrough. The art on the walls shifts based on what you've discovered. Nobody mentions it.
Ranging from quietly compliant to deeply wrong.
One has never been found.
It requires more than one person.
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