A branching visual novel set in a purgatory boutique where sinners sew for deities. The mechanic reproduces the tension between survival and solidarity — it doesn't describe it.
▸ Design Process
The game started with a question I couldn't stop asking: what does it mean to comply with a system that was never built for you, and what does solidarity cost when survival is on the table?
The research was primarily lived — drawn from growing up in India watching people navigate institutions requiring performed contentment in exchange for less. Hindu cosmology gave me the setting: a bureaucratic afterlife full of moral ledgers, where labour clears spiritual debt. Colonial ethics layered obligation and gratitude onto that structure in ways that are hard to name and harder to refuse.
Most political games tell players what to think. The design problem I set myself: make complicity felt, not illustrated. The purgatory setting solved multiple problems at once — it made labour and spiritual obligation literally synonymous, and gave me a flashback structure where memory disrupts the present.
The boutique emerged as the central space for its dual valence: labour and beauty, compliance and craft. A place where beautiful things are made under conditions that are not — which describes most of the fashion industry and a great deal of creative labour.
The Angel
The boutique
Flashback — notebook paper
Title screen
Built in Ren'Py with a Python backbone. The HUD required custom screens and persistent variable tracking across scenes. Each prototype round responded directly to playtester feedback.
Playtesting with EMDD 630 peers. Every player could identify what the HUD bars were tracking. The more significant finding: players felt guilty about choices they had consciously made — not because the game told them to, but because branching structure makes complicity impossible to attribute to chance.