Company Policy is an action, indie, and adventure game set on the PC that blends office survival horror with cooperative tension. Players take on the role of night-shift employees at Megacorp Tower who must complete routine tasks while navigating threats from mysterious Colleagues that enforce strange rules. The experience centers on teamwork, careful listening, and quick decisions in a dimly lit corporate environment that grows more dangerous with each passing hour.
Gameplay
The core loop revolves around an eight-hour night shift that begins at 10 PM and ends at 6 AM. Teams handle everyday office duties such as photocopying files, rebooting servers, and restoring power by flipping breakers located in the basement. These tasks occur across multiple floors of the tower, with the breaker requiring at least one player to descend alone into darker areas. A flashlight serves as the primary tool for navigation, while a quota system tracks progress toward completing the night's objectives.
Survival depends on following rules outlined in a company memo. One team member receives the memo and reads its instructions aloud to the group. Rules cover specific auditory cues, such as responding "yes boss" when hearing a name over the speakers or avoiding turning around upon hearing a rolling chair. The game incorporates actual microphone input to detect spoken responses, adding a layer of real-world interaction. Some rules prove false, and players must spot inconsistencies in the memo to avoid deadly mistakes. Breaking a rule results in penalties that include being moved by force, locked in a room, or marked absent.
Absent players lose mobility but gain access to security cameras and can communicate through floor speakers, though their distorted voices may mimic threats or confuse teammates. Reinstatement requires another player to interact with the coffee machine. Proximity voice chat enhances coordination, with walls muffling sound and forcing players to stay close for clear communication. The absence of weapons means evasion and rule adherence form the main defenses against the Colleagues, entities that announce their presence through sound before appearing.
Game Modes
Company Policy supports solo play for those who prefer a solitary challenge against the Colleagues and the shifting rules. In this mode, the single player manages all tasks and interprets the memo without assistance, heightening the isolation and risk of missteps. Multiplayer accommodates up to four participants who share proximity voice chat to coordinate tasks and discuss rules in real time. The shared experience emphasizes trust, as only one player sees the full memo and must convey accurate information while the group verifies details together.
Each session features a procedurally varied floor layout that brings players one level closer to the CEO's office. New false rules appear nightly, requiring fresh observation and adaptation. Three warnings for rule violations lead to termination, ending the run. These elements create replayability through changing environments and deceptive instructions rather than named competitive or ranked modes.
Atmosphere and Mechanics
The game builds tension through environmental storytelling and sensory details. Flickering lights and sudden power outages force players into the basement or other hazardous zones. Audio cues from rolling chairs or intercom announcements signal approaching Colleagues, demanding immediate and correct responses. The memo system introduces deception, where subtle clues might reveal which instructions are unreliable, rewarding attentive players who notice inconsistencies during the reading phase.
Voice integration extends beyond simple commands. The requirement to speak "yes boss" aloud tests both individual composure and group dynamics, as hesitation or incorrect phrasing can trigger consequences. Absent teammates add another layer of uncertainty, since their camera feeds and speaker voices can provide useful intel or serve as distractions. These mechanics reward careful listening and clear communication while punishing panic or misinterpretation.
Is It Worth Playing?
Company Policy suits players who enjoy cooperative horror experiences that rely on voice chat, rule interpretation, and environmental awareness rather than combat. The blend of task completion and survival creates steady pressure across solo and group sessions, with each night introducing fresh layouts and deceptive elements. The warning about flashes and flickering lights includes a reduce-flashes option for accessibility on first launch. Those drawn to indie adventures with strong audio design and team coordination will find the core systems engaging, while players seeking traditional action or extensive progression systems may prefer other titles. The focus remains on short, intense shifts that test observation and trust within a corporate nightmare setting.