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Date de sortie : 01 oct. 2026
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À propos de Perfumed Palaces: Purgatory Simulator

Perfumed Palaces: Purgatory Simulator - à propos du jeu

MUTHRI ENTERTAINMENT COMPANY

PRESENTS

in careful collaboration with the

research and organizational capabilities provided by both

CODEX

and

CLAUDE CODE:

A Restored Copy Of The Infamous Homebrew Application Recovered from

Multiple N64 Cartridges Found at the Site Of

The 2002 McAllen "No-No House" Foster Home Crime Ring

PERFUMED PALACES: PURGATORY SIMULATOR

IMPLIED INSTRUCTIONS:

Players must struggle to navigate massive maze-floor after maze-floor by spending their HP to roll an always on-screen RNG slot machine for $ to spend on all movement and interaction behaviors in the game. The input map is extremely arcade-like and simple, yet certain choices, like combining the slot machine roll button with the movement button, seem purposely intended to trigger alternative behavioral states. Interestingly, separate payout button and interact buttons ($ and X) respectively are provided, allowing the player to spam payout when multiple frozen are held, or jump, attack, or use an item depending on context and item toggle settings. The UI is obviously WIN95-based, so our build allows the player to use a gamepad or click the on screen buttons (this is different from the cartridges found on-site, which of course had no mouse or keyboard peripheral). 

Players engage in fights to the death with the 8 different class of puppet Tulpa roaming the maze when encountered (they may also flee of course). Player ATK is gated by Player's slot machine's number of frozen digits and current Hot Digit (ATK = Hot Digit + Number of frozen digits and × the Hot Digit if the frozen digits are the same value as the Hot Digit). Only 1 player or enemy ATK goes through per 2000ms turn, so Player is encouraged to re-roll for a higher Hot Digit/more frozen digits if they keep getting hit. 

A few stores are scattered across each maze map, where the player can purchase potions which restore their HP or affect their payouts, ATK, and JMP quotients the next turn, Bombs which allow damage to enemies and the creation of in-game holes, and a compass or map that allows the player to know where they are in the current maze level. Other items include a ladder and spray paint. 

The only way to tell how close the player is to Game Over is to see how much the walls are swirling and have shifted colors. Dumped cartridge files called this feature "HPSickness". 

On each level there is a Bossroom. Player must find and defeat the Boss to progress through the stairway to the next palace level. There are 4 levels per play through, with each play through tied to a 9 digit seed that decides the map contents of the palace. After all bosses have been vanquished, games can go on indefinitely in postgame, or be obliterated by locating the hidden rooftop path.

The game offers both asynchronous multiplayer, by allowing multiple single-player campaign files to interact with the same consistent space, or real multiplayer, wherein 4 players compete and attempt to finish a single run in a single sitting (this, of course, could take upwards of 20 hours...) 

RESEARCH

The application enclosed is 1 MUTHRI Researcher's best recreation of the factory contents of a single N64 cartridge found at the site of the 2002 McAllen, Texas 'Angelwoods Foster Home' Crime Ring Investigation (referred to as "The No-No House" by community members, police off the record, and documents created by members and victims found inside). We were given access to multiple cartridges after our initial findings were responded to on Reddit by a family member of a victim and a police investigator who were both sympathetic to our investigative cause in January of 2026, as well as 2 of the alleged 5 notebooks found on the complex: 1 kept by a Leader of the ring tallying members' PSY abilities as translated from the data visible on their files when viewed in "System Roster Mode", and another, shared by various members of the cult over a hard to ascertain period of time. 

We received 3 cartridges in total of the original application, 2 from the police investigator, and 1 from the victim's family member, all of which were extremely corrupted. The police investigator claimed his department didn't care what happened to the cartridges after their contents were ripped in 2002, and the victim's family member claimed a visit to The No-No House once it had been evacuated. To protect the identities of the victims we have not reproduced any of the found save files, or any subsequent data including names of the files. We did reproduce the "SoulCapture" system (as named in system files) entirely, however, in which player save files could be "migrated" to the System Roster wherein they are converted into enemy and behavior data in the greater game. Campaign explicitly allows Player to assign a "PuppeTulpa"(as named in the dumped files) type to their save file, completing the implication that players and enemies in the game are of the same class or species. Only 2 of the cartridges were able to run at all on N64 consoles, and only one could run any gameplay past the save menus. The visual data and render information recovered from this last cartridge, the one contributed by the family member, contributed heaviest to our visual implementation of HPSickness. 

Notebooks were found in the various dens and TV rooms of the multi-trailer complex that made up The No-No House. 4 notebooks were kept and seemed to be used primarily as note-taking devices to augment player memory when no navigational items were able to be found. Long lists of arrows, seemingly describing previous turns made in the maze game, were the most common artifact in the notebook. Idle doodles of puppets and dark phantasms were not uncommon amongst scrawled statements like "Pride Is Not A Replacement For Function" or "I am a god, these walls are only temporary" and  "Alice cheats" or "Jeremiah doesn't know how to use the compass right". It seemed that notebook possession was extremely circumstantial and non-surveilled; members could write anything they wanted because it wouldn't be traced back to him, and notebook privileges were entirely reserved for when the group was playing the game. Strangely enough, no pages seemed to have been ripped and all content of the 'Players' Notebook' (as I have decided to refer to it) refer only to direct or secondhand gameplay experiences. None of the notes in the Players' Notebook appear to imply use of multiplayer play; for whatever reason it seems they used this feature the least. The cult organization seemed to use how good members were at playing the game as a primary ranking rubric to decide who got to do prestige tasks, like going to the store for groceries or administering medication, versus mundane ones, like cleaning the bathrooms or babysitting younger members, tasks. This is corroborated primarily by the Leader's notebook also in our possession. 

The render graphics seem to use a sort of cheap sleight-of-hand eye-pull technique on all wall surfaces to create the illusion that the textures are shifting, allowing various shadows of shapes (or glyphs) to appear as if they are being pushed through the walls of the maze. This is amplified through eye strain from long playtimes, the hypnotic chimes in the form of the game soundtrack and foley suite, and of course the incremental HPSickness effect (named incorrectly in one instance as "Datura.c."). We do not yet understand the long-term human effects of exposure to the effect stack known as HP Sickness, and hypothesize it's technical aspects to be something of the following list:

  • Geometry downgrade: the raycaster's column count is reduced to about 30 percent from HEALTHY starting point. 

  • Framebuffer post pass: the final frame output is downsampled then redrawn with a sine-warp along the horizon creating an underwater drift effect.

  • The contrast and saturation are increased by 50 percent.

  • Breath vignette: a red and green eye design is barely superimposed across the entire screen in a way that smoothly animates a breath cycle and the eye pupil focusing simultaneously/per 2000ms loop. 

Its intended effects are only alluded to in the Leader's notebook:

"HPSickness is wonderful. It teaches us what is going wrong in the most violently beautiful way...those moments where we just know that death is stalking us around the corner, are the highest moments in the hierarchy of life. Ancient cultures primed themselves for a life of speaking to Death using their natural substances. We prime ourselves using ours..."

I hypothesize it to be a run-of-the-mill hypnotic entrainment device used to reduce the subject's resistance to ego-defeating messages and situations provided by the malicious game experience. The use of game technology appears to be purely happenstance to this timeline's capital-industrialist obsessions. 

THE INTENDED PURPOSE OF THE GAME

The massive maze is nearly impossible to ascertain without the use of in-game tools like the map, compass, or spraypaint that allows you to mark the walls. The nested slot machine/malicious RPG mechanics make it clear upon a fresh playthrough that you should keep your hopes low and just try and get as much money as possible so you can afford to CONTINUE at Game Over. Ironically, not Continuing and just riding the Game Over, which randomly places Player at a new position with $0 and no items, could be a better strategy for ascertaining maze locations and getting a foothold quicker. It is clearly meant to have multiple single player campaigns running at a time, synchronously, and all single player campaigns are actually inside the same palace seed, same palace maps, and even affect the same space by leaving holes, ladders, and unlocked doors for everyone to take advantage of. Game Overs also result in a Puppet corpse being left at your game over spot, along with all of your items for you or another player to come across. In this way, the game has a Quantum element: multiple timelines or lives lived out in relation to each other in a constant space. Besides the obvious team building and thought syncing that result from group play, the game attempts to change Player biofeedback in the following ways:

  • Players are less likely to have novel emotional reactions to surprising information

  • Players are less likely to feel novel remorse for their real-world actions

  • Players are more likely to see the world as a "stage" to perform, or "game" to be played

  • Players are less likely to view other beings as real or as important as they find themselves

  • Players are more likely to have dreams in which they explore similar non-spaces and interact with non-similar alien/cthonic intelligences

Because of these, I HIGHLY RECOMMENDED that Players keep a notebook detailing their thoughts and feelings while exploring the application, as well as limiting playtime to 15-minute blocks with at least 45 minutes of reflective breaktime between blocks, not to exceed an hour of playtime in a single day. 

Here, I unfortunately break into conjecture in order to make my final descent:
It appears that the device was used primarily for group entrainment of The Leader's metaphysical ideas which carried with it a specific call-to-action directly linked to The Leader's egoic drive. I do not believe the leader who owned The Leader's Notebook mentioned herein was The leader and was only A leader of the faction, due to entries in The Leader's Notebook referring to clandestine meetings with Az, assumed to be the developing source of the Homebrew application, but almost certainly the person who physically installed and instructed use of the application before the house was activated, and to whom research findings were reported. I believe that the application was/is a sort of telephone or Directory of Non-Spaces, and that indoctrinated players would enter a state of open-eye meditation, or "Seeing", and allow muscle memory to experiment with the visual capabilities of the game while higher cognitive processes were free to project hallucinations into thought space or even the game-screen itself. I believe this to be true due to my unprovable self-experimentation during the latter weeks of this research-development process.
Due to energy constraints (time, money, prana), I leave further experimentation/corroboration to future "Players". 

Statment from MUTHRI

The reproduction and distribution of this cultural material associated with intentional acts of self-destructive societal, biological, and spiritual deviation is in no way meant to condone or reproduce the actions of involved parties. Any actively demoralizing content is reproduced only for the interest of genuine understanding and insight into the workings of delusional, funerary, and/or semi-consensual/circumstantially-antagonistic living situations. We invite all players to post their investigative review of the content in hopes that we can uncover more of what went on behind those metal walls 25 years ago. 

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FAQ

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Avant de chercher une cle PC Perfumed Palaces: Purgatory Simulator pas chère, verifiez l'essentiel. Développé par MUTHRI. Publié par MUTHRI. Date de sortie PC : 01 oct. 2026. Genres : RPG, Adventure. Catégories : Multi-player, Family Sharing, Single-player, Stats, Full controller support, Steam Leaderboards.

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