Customer Support

5/5

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Customer Support is a short narrative experience set inside a small electronics store during a late-night shift. The player takes on the role of an employee responsible for handling both the phone line and general tasks in the store. As time passes, the routine becomes disrupted by a series of unusual calls. The tone shifts from ordinary workplace duties to something more unpredictable, where each decision during conversations may affect what happens next.

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Customer Support is a short narrative experience set inside a small electronics store during a late-night shift. The player takes on the role of an employee responsible for handling both the phone line and general tasks in the store. As time passes, the routine becomes disrupted by a series of unusual calls. The tone shifts from ordinary workplace duties to something more unpredictable, where each decision during conversations may affect what happens next.

Mechanics and Interactions

The core gameplay is based on movement and interaction. Players can move freely around the shop, complete tasks, and answer incoming phone calls. These calls form the central part of the experience, requiring the player to choose responses that may guide the direction of the conversation. Each interaction introduces new information or creates tension, depending on what the player says. There are no explicit indicators or goals, so players must rely on context to decide how to act.

Narrative Structure and Design

Although the tasks remain simple—such as cleaning, restocking, and answering calls—the way they unfold changes as the game progresses. The store begins to feel different. Lighting becomes dimmer, the atmosphere grows more isolated, and the content of the calls becomes harder to ignore. The soundscape contributes to this shift, with ambient noise slowly giving way to more tense audio cues. By the time players approach the end, the tone of the game has transformed completely.

Key elements of the experience include:

·         A minimalist work setting with subtle changes over time

·         Multiple endings based on player choices during calls

·         No jumpscares, relying instead on mood and silence

·         Tasks that repeat but take on new meaning as tension rises

·         Dialogue options that guide how much the player uncovers

Each of these features is designed to keep the focus on immersion and psychological buildup.

Community and Playthrough Options

Customer Support is intended to be completed in a short sitting. With checkpoints added in later versions, players can explore different dialogue options without repeating every task from the beginning. The game has been shared across indie platforms and praised for its use of quiet tension and natural dialogue. Its approach to horror is grounded in realism, using familiar environments and slow change rather than loud scares. For players interested in unsettling games with low input complexity, it provides a complete and self-contained experience.