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Care Of Gongon begins with a parent stepping into a daycare facility in search of their missing child. The building appears abandoned, yet much remains untouched. Toys are still in place, lights still work, and the front desk holds recent papers. The silence inside creates a sense that whatever caused this place to empty happened quickly. The player begins their exploration without guidance. There are no maps or markers, just open rooms and locked areas that invite closer inspection.
As the player explores, they start finding signs of past activity. Some areas appear prepared for daily routines, while others show signs of interruption. The setting tells its story through arrangement rather than dialogue. The deeper the player goes, the more connections begin to form between what’s seen and what may have occurred. Certain objects repeat across rooms, and environmental changes suggest the facility has not remained still.
Care Of Gongon includes:
The game encourages steady progression through interaction rather than instructions. There are no weapons or enemies in the traditional sense, but tension builds through what is revealed rather than what is shown directly.
As exploration continues, a pattern begins to emerge. Certain rooms change after specific actions. Doors that were once closed become open, and audio cues suggest something unseen is aware of movement. The player is not followed, but the space responds. Some drawings on the walls appear to shift. Cabinets that were full are later empty. These changes are not random. They point toward a larger truth that is only accessible through careful tracking of small events.
Care Of Gongon does not end with a resolution that explains everything. The player may find the child or reach the deepest part of the daycare, but many questions will remain. What happened in this place is revealed only in fragments, and some answers depend on how much attention was given to the surroundings. The game is designed not to conclude a story, but to allow the player to construct one through presence and movement. What is learned depends on how far the player is willing to follow the silence.