
UnGrind
3D first-person dual-world narrative puzzle game

It is a solo Unity-based project lasted for 12 weeks. Core mechanic of UnGrind is a “dynamic stress system” that encourages player(s) to complete several tasks rapidly but with limited amount of time and while avoiding a random-moving boss, whose rage grows as you fail to evade its wrath. Player(s) interact by using the keyboard for movement and the mouse for additional actions. The game takes place in an office environment and combines the concepts of chaos and irony in a fun way while allowing player(s) to strategize and juggle between multiple tasks to better understand what it is like to work in today's world.
Inspiration
Inspired by my internship and the "overwork culture" I experienced.
This game channels my frustration into a satirical mission to resist the culture of overwork, challenging the notion that endless hours equal productivity.
Through mechanics , I mirror office pressures—transforming observation into a cathartic critique of modern workplace competition.


Key Features
01
Anti-Overwork Progression
Dual progression: short-term tactics, long-term goals.
02
Dynamic Office Chaos
Procedural chaos for high replayability.
03
Satirical & Relatable
Witty office-life satire and cathartic critique of burnout culture.
Character Design
Player

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A workplace survivor on the verge of breakdown.
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Jack of all trades, with one goal: clock out on time.
Boss

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The source of all pressure, loves empty promises and patrols.
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“Your dedication to your career should continue around the clock.”
Manager

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The boss's mouthpiece, full of useless lectures.
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“Consider this grunt work an investment in your future.”
Game Mechanics
Game Objective
Finish all tasks before the end of the day Keep the boss's anger meter below 50%
Player Mechanics
NPC Interaction
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Click and Drag to complete tasks
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Rapidly click to skip manager lectures
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Mash clicks to maintain "Work Mode"

Task Management
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Task list shown on the top-left UI
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Hold task icons to view details

Achievement
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Unlock achievements by beating levels

Boss Mechanics
NPC Interaction
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Follows fixed or random routes each level
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Patrol range expands in later levels
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Stops to monitor key areas

Task Management
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Anger meter displayed top-right
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Rises if you're away from your desk
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Rises if he finds unfinished tasks


Achievement
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Triggers forced overtime scene
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Fail if anger exceeds 50%

Level Design
Level 1-3 Map
Level 3


Level 1

Level 2

Level 4

Level 4-5 Map


Level 5
UI Design
