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Care Of Gongon opens in front of a daycare with no visible staff, no children, and no explanation. The player enters as a parent looking for a child who hasn’t come home. The surroundings suggest the facility was in use until very recently — artwork remains on the walls, supplies are organized, yet no one responds. From the first steps inside, it becomes clear that the player must rely on observation, not instruction. The game introduces no objective markers, only the environment itself as the structure of play.
Progress depends entirely on the player’s movement through the building. Each room contains different objects: cribs, tables, handwritten notes, puzzles. Some areas are unlocked through interaction with drawers or doors, others require items to be found and placed. Rather than presenting a linear route, the game encourages returning to locations, re-examining scenes, and noticing what has changed. The building functions like a closed loop — the player is free to explore, but meaning emerges slowly through repeated engagement with space.
These components build a minimal interface focused on immersion and careful attention rather than challenge or danger.
As exploration deepens, the daycare begins to reveal inconsistencies. Rooms don’t stay exactly as they were. A chair is overturned that wasn’t before. A hallway feels longer. The player may sense that something is active within the space, though it never directly appears. Instead of fear from presence, the game builds discomfort through changes that lack logic. This approach keeps the player alert, without forcing them to react — only to notice.
Care Of Gongon ends without a defined success or failure. Whether the player uncovers every detail or misses pieces, the result remains interpretive. The building does not offer closure. What’s found is partial, and what’s missing is never announced. The player is left with what they observed — nothing more, nothing less. The daycare stays behind, holding the same silence it had at the beginning, but now filled with a trace of someone having looked for something inside it.
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