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Doppelpartment begins with a simple setup: you are the manager of an old apartment building, tasked with visiting residents and collecting rent. At first, the job is ordinary. People have their routines, their quirks, and their problems. Then a visitor from the military arrives, warning you that some of your tenants have been replaced. Now your daily duties take on a new weight. You must decide who to trust, who to report, and whether you’re still working for the right side.
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Doppelpartment begins with a simple setup: you are the manager of an old apartment building, tasked with visiting residents and collecting rent. At first, the job is ordinary. People have their routines, their quirks, and their problems. Then a visitor from the military arrives, warning you that some of your tenants have been replaced. Now your daily duties take on a new weight. You must decide who to trust, who to report, and whether you’re still working for the right side.
You ride the elevator, knock on doors, and talk to tenants. Their names, their rooms, and their habits seem familiar. But as days pass, something begins to shift. One tenant answers the door with the wrong voice. Another has eyes that no longer blink. The same routines repeat, but slightly distorted. The building isn’t just falling apart—it’s changing. And you’re the only one who seems to notice.
The choices you make during each visit influence the direction of the story:
· Deciding whether to report someone as a doppelganger
· Asking more questions or playing it safe
· Managing rent without upsetting residents
· Pursuing small connections with people you once knew
· Letting suspicion override empathy
Each of these paths leads you closer to one of several endings, each revealing a different truth about the world outside and the role you played within it.
What makes Doppelpartment unsettling isn’t what jumps out—it’s what stays just out of place. A tenant stares too long. The hallway light flickers in a pattern you don’t remember. Sound design, color shifts, and looping behaviors all serve to deepen the discomfort. You’re not chased. You’re not attacked. But every knock on a door feels like a test. And the building, somehow, feels like it’s watching back.
While each playthrough can be short, Doppelpartment changes with your decisions. The game remembers who you trusted, who you feared, and who you turned in. Some players may finish the story with confidence in their choices. Others may wonder if they were the impostor all along. With randomized elements and branching paths, it invites you to try again—knowing that next time, someone else might not be who they were yesterday.
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