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Petsitting is a short first-person game where the player is given a simple task: look after a friend’s pet for the weekend. However, the pet is not what most would expect—it is a large worm-like creature that responds only to the name dog. The player navigates a small house, completing small responsibilities throughout the weekend. Although the tasks seem basic, the strange behavior of the pet and the growing unease in the environment create a sense of discomfort. The game takes place over several short in-game days, and how the player chooses to care for dog may affect what happens by the end.
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Petsitting is a short first-person game where the player is given a simple task: look after a friend’s pet for the weekend. However, the pet is not what most would expect—it is a large worm-like creature that responds only to the name dog. The player navigates a small house, completing small responsibilities throughout the weekend. Although the tasks seem basic, the strange behavior of the pet and the growing unease in the environment create a sense of discomfort. The game takes place over several short in-game days, and how the player chooses to care for dog may affect what happens by the end.
The player moves through the house using standard first-person controls. Walking is handled by the keyboard, and actions like feeding or cleaning involve simple interaction buttons. At times, the camera switches to a fixed perspective, requiring mouse clicks instead of keyboard input. These shifts are used to build suspense or reframe familiar spaces. Most tasks are straightforward—checking on dog, preparing food, or waiting out the day—but the way the game presents them changes their tone.
The house itself feels ordinary, but Petsitting gradually introduces visual and sound-based cues that create tension. The environment becomes subtly darker and more uncomfortable as the weekend continues. Nothing in the game directly threatens the player, but the appearance of dog and the design of certain events encourage discomfort. A sudden loud moment in the kitchen, or the sound of movement from another room, adds to the unpredictable tone. What begins as a casual routine starts to feel more unsettling with each cycle.
Main elements of the gameplay experience:
These elements work together to make the game both strange and memorable.
Petsitting is available across multiple desktop platforms and requires no complex setup. It was built using accessible development tools and has been shared on platforms like itch.io. Players have responded positively to the unexpected direction the game takes. Some describe it as surprising, while others note how it makes simple tasks feel tense. Its short length makes it accessible to a wide audience, but its unusual concept leaves a lasting impression. Petsitting stands as a small, self-contained experience that invites players to explore the strange boundaries between comfort and discomfort.
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