Do Not Feed the Monkeys

The Best Argument Against Your Own Curiosity

by Fictiorama Studios

Simulation gameSteamSwitch$15.99

Reviewed by the Rankeno Strategy & Sim DeskUpdated Oct 2026

Do Not Feed the Monkeys is a Simulation game for Steam and Nintendo Switch. Its surveillance loop is compelling to the point of self-incrimination, and only its clumsy survival mechanics hold it back from more. It scores 7.6 out of 10 — Good.

7.6Good#114 of 197 Indie games

How it scored How we score

  • Design7.5
  • Innovation8.5
  • Value8.0
  • Utility7.0

In one line

A sharp, uncomfortable little machine that turns players into the exact kind of person they’d cross the street to avoid.

Released Oct 23, 2018

The verdict

Its surveillance loop is compelling to the point of self-incrimination, and only its clumsy survival mechanics hold it back from more.

What we liked

  • A genuinely original premise executed with real conviction
  • Sharp, tonally versatile writing across dozens of cages
  • Deduction-driven loop that makes players complicit, not just entertained
  • High replay value — branching cages reward multiple runs

What could be better

  • Survival mechanics too often yank players off the good stuff
  • Missing time-sensitive live events kills narrative momentum
  • Switch controls fight the desktop-native interface
  • Difficulty spikes can feel like busywork, not tension

Is it for you?

Best for

  • Fans of "uncomfortable" games like Papers, Please and Orwell who want systems with a conscience.
  • Puzzle and deduction lovers who'd rather cross-reference clues than shoot anything.
  • Players who like short, replayable narrative loops and dark, literate comedy.
  • Not for anyone who bounces off resource-management stress, or who wants a relaxing evening. This game is designed to make players slightly sick of themselves.

More reviewed in Indie

Overview

Fictiorama Studios wants players to feel bad. Not in a hand-wringing, after-school-special way — in the quiet, creeping way of staring at a stranger’s window a little too long. Do Not Feed the Monkeys is a voyeur simulator dressed as a point-and-click strategy game, and it commits to that premise with a discipline most “narrative” games can’t muster.

You play a broke nobody who accepts a shady invitation into “The Primate Observation Club.” The job is simple: watch. The Club sells access to hacked surveillance feeds — “cages,” in the group’s grim little vernacular — each one pointed at some unsuspecting person’s private life. The task is to observe, take notes, cross-reference clues in an in-game search engine, and reconstruct who these people are and what they’re hiding. The single unbreakable rule sits right there in the title. Don’t feed the monkeys. Don’t interact. Just watch.

The Spanish studio built its reputation on The Interactive Adventures of Dog Mendonça & Pizzaboy, but this is a sharper, meaner, more original work. Released October 23, 2018 and later ported to consoles, it landed in a specific cultural moment — post-Snowden, mid-Facebook-panic — and rode that anxiety to a Very Positive Steam rating. That reception is earned. This isn’t a game riding a topical headline; it’s a game that understands the texture of surveillance, the boredom and the thrill braided together, the way watching curdles into wanting.

Positioned somewhere between Papers, Please and a David Lynch fever dream, it occupies a niche that barely existed before it and that few have filled since. It is small, cheap, and completely, uncomfortably confident in what it is.

Key features

  • The Cage System: Dozens of self-contained surveillance feeds, each a branching micro-story with its own mystery, cast of characters, and moral trap. New cages cost real in-game money, which forces genuine prioritization.
  • Investigative Search Engine: A retro in-fiction search tool where players combine overheard names, objects, and phrases into keyword queries to unlock the next layer of a subject’s secret. This is the actual game — deduction, not clicking.
  • The Interaction Taboo: Every cage tempts players to break protocol. “Feeding” a monkey can pay out big or resolve a story with a jolt of moral satisfaction — or ruin everything. The tension between rule and impulse is the design.
  • Survival Overhead: Sleep, hunger, health, rent, and grinding part-time jobs run on a merciless clock beneath the espionage, constantly pulling attention off the screens.

Analysis

The Gameplay Loop

The core loop is deceptively plain. A new cage flickers to life on the desktop. The subject mutters a name, sets down a suspicious package, receives a strange visitor. Players jot the detail down, feed it into the search engine, and — if the right keyword pairing is guessed — a new thread of the story unspools. Do this well, and the Club rewards it. Do it poorly, or too slowly, and the rent comes due on a mystery that will never be solved.

What makes this sing is information as currency. Every cage is a locked box, and the key is attention. The game never tells players what matters. A throwaway line at 2 a.m. might be the crux of an entire case. This turns idle observation into active labor — it’s not consuming a story, it’s excavating one. When it clicks, the design delivers a one-two punch: the satisfaction of cracking a subject’s identity, followed immediately by the queasy realization of what it took to earn it. That punch — satisfaction, then shame — is the game’s whole thesis, delivered mechanically rather than through a cutscene lecture.

The writing carries enormous weight here, and it holds. The cages range from absurdist comedy to genuine horror, and the tonal control is remarkable. One feed is a slapstick bit about a struggling actor; the next is something players may wish they could un-see. The dark humor never tips into smugness, and the social commentary on mass surveillance stays embedded in play rather than sermon. The game doesn’t tell anyone that watching people is corrosive. It makes players complicit, then hands them the bill.

The Interface

The desktop metaphor is the smartest formal choice in the game. Everything — feeds, search engine, food menu, job listings, messages from the Club — lives in draggable windows on a cramped virtual screen. The skeuomorphism is deliberate and claustrophobic. The player is hunched at a workstation in a grimy apartment, and the UI is built to convey exactly that. Screen real estate becomes a genuine strategic resource; it’s physically impossible to watch everything at once, which forces the same triage a real surveillance operator would face.

The Friction Problem

Here’s where the machine grinds. The survival layer — eat, sleep, work, pay rent — is thematically justified. A voyeur with no stakes isn’t desperate, and desperation is the point. But in execution it too often shoves players away from the game’s best material. Cages contain time-sensitive live events, moments that must be witnessed in real time to advance a story. Miss one because the game forced a clock-in at a soul-crushing part-time job, and a branching narrative can simply wilt. The result is a recurring, avoidable frustration: the survival systems actively sabotage the narrative systems.

This is the difference between tension and annoyance, and Do Not Feed the Monkeys doesn’t always land on the right side of it. The best resource-management games make scarcity feel like drama. Here, it sometimes just feels like an alarm clock going off during the good part of a movie. A stricter version of this game would let the pressure of money and time threaten investigations without so bluntly severing them.

Still — and this matters — the friction never fully breaks the experience. It nicks it. Underneath the clunky survival scaffolding sits one of the most original interactive premises of its generation, and the premise wins.

Visuals & performance

The pixel-art aesthetic is grimy, muted, and exactly right. This is not a pretty game and it shouldn’t be. The cages are rendered in low-fidelity feeds that force players to strain — squinting at a blurry corner of a room is part of the fiction, and the art direction weaponizes that limitation. The color palette runs sickly and fluorescent, the palette of a life lived under bad lighting and worse intentions.

Technically it’s featherweight — a 2D game of this scope is light on hardware, appropriate for one whose demands are cognitive, not computational. The soundscape deserves a specific nod: the low hum of the feeds, the ambient noise of surveilled lives, does more atmospheric work than most AAA orchestral scores. It’s an impressive feat of doing a lot with almost nothing.

Platform nuances

On Steam, this is the definitive way to play. The desktop metaphor and mouse-driven, window-juggling, keyword-typing interface are native to the platform — a computer used to play a game about using a computer, with a loop of dragging feeds and hammering search queries that suits a mouse and keyboard. Typing clue combinations into the search engine is built for real keys.

On Nintendo Switch, the fit is more awkward. The game gains portability — and there’s something fitting about spying on strangers while sitting on a train full of them — but it loses ergonomic grace. Navigating a dense, window-cluttered desktop with a controller or the Switch’s touch layer introduces real onboarding friction. Text entry, in particular, goes from quick taps to a chore. It’s a competent port of a fundamentally mouse-shaped game. Playable, portable, but a compromise. If both platforms are on the table, PC is the one we recommend.

Final verdict

Do Not Feed the Monkeys is a game whose central mechanic is its argument. It doesn’t editorialize about the surveillance economy; it hands over the keys and watches what players do with them. The compelling investigative loop, the pitch-black writing, and the claustrophobic desktop design add up to something more memorable than its modest scope suggests. The survival systems are the weak link — a well-intentioned friction that occasionally becomes an obstacle to the game’s own best ideas — and they hold it back more than they should.

Fictiorama built a small, sharp, deeply unsettling game about the cost of watching, and had the nerve to make players pay it. It’s a solid, distinctive work worth a look from the right audience — ideally on PC, with the lights on.

Reviewed by the Rankeno Strategy & Sim Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Store facts (checked Oct 2026)

Store ratings
10,475

Quick facts

Developer
Fictiorama Studios
Publisher
Alawar
Released
Oct 23, 2018
Price
$15.99
Genres
Indie, Simulation, Strategy
Website
alawar.com

Questions about Do Not Feed the Monkeys

Is Do Not Feed the Monkeys worth it?

Do Not Feed the Monkeys is a game whose central mechanic is its argument. Our editors scored Do Not Feed the Monkeys 7.6 out of 10, which puts it in our Good band.

Why does Do Not Feed the Monkeys score 7.6 out of 10?

With a score of 7.6 out of 10, Do Not Feed the Monkeys lands in our Good band. Innovation is its strongest category at 8.5 out of 10. Utility is the weakest at 7.0.

What do our editors like most about Do Not Feed the Monkeys?

A genuinely original premise executed with real conviction. Sharp, tonally versatile writing across dozens of cages.

What do our editors say is Do Not Feed the Monkeys's biggest weakness?

Survival mechanics too often yank players off the good stuff. Missing time-sensitive live events kills narrative momentum.

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