Do Not Accept All
Narrative Roguelike Game & Interactive Art Installation
Cinematic sequences
Gameplay
About the game
Do Not Accept All is a narrative-driven roguelike video game exploring artificial intelligence, digital culture, corporate power, human identity, and the environmental consequences of technological development.
With an estimated playtime of 70–90 minutes, the game follows Chen Mo, an employee of a powerful technology corporation called SYN-CORP. After discovering that the company uses artificial intelligence not only to optimize information and automate human labour, but also to manipulate memories, identities, and personal choices, he attempts to escape its control.
Across five interconnected chapters, players navigate a series of increasingly surreal environments, from underground laboratories and AI-generated entertainment worlds to artificial paradises and corporate memory systems. Combining top-down roguelike combat, exploration, character progression, side quests, environmental storytelling, and cinematic sequences, the game gradually reveals a world in which the boundaries between human experience and machine-generated reality become increasingly unstable.
Beyond its exploration of AI and human identity, the game also examines the environmental costs of technological progress. Particularly in its third chapter, players encounter a variety of characters, creatures, and side quests that reveal the conflicts between technological infrastructure, industrial resource consumption, and the natural environment. Through these encounters, the game explores how the pursuit of technological efficiency and continuous growth can disrupt ecological systems, redistribute natural resources, and affect lives that exist outside the logic of corporate optimization.
Rather than presenting environmental destruction as a distant or abstract issue, these stories introduce different perspectives into the game world, allowing players to discover the consequences of technological expansion through exploration and interaction.
The game's visual language draws from internet culture, AI-generated imagery, corporate interfaces, digital entertainment, and contemporary gaming. Through its mechanics and narrative, it questions the systems that shape human behaviour, desires, attention, and our relationship with the living world.
Ultimately, Do Not Accept All asks what it means to remain human in a world where everything can be generated, optimized, and controlled — and what happens to the world beyond humanity when technological progress becomes an end in itself.
Related installation
Artificial Intelligence Reliquary
The video game is also presented through a physical installation titled Artificial Intelligence Reliquary.
Inspired by the traditional reliquary, which houses sacred relics, and the concept of the black box, the installation transforms the video game into a contemporary digital artefact. At its centre is a playable version of Do Not Accept All, housed within a custom-built display structure incorporating a screen, computer, controller, and a small transparent sculptural element.
The installation also features Jesus Shrimp, an AI-powered commentator presented as a physical sculptural character. Using AI-generated voice, Jesus Shrimp responds to the unfolding gameplay and the player's actions in real time, offering observations, commentary, and unexpected interventions.
Importantly, Jesus Shrimp is not an in-game character or NPC. It exists independently within the physical installation, outside the game's narrative world, acting as an artificial observer that comments on the relationship between the player, the game, and the technological systems surrounding them.
Together, the game and the installation create a reflection on technology, belief, entertainment, ecological responsibility, and control. The traditional reliquary once preserved sacred objects; here, the object being preserved is a digital world, while the AI commentator becomes an artificial voice observing its human participant.
The installation also reverses the idea of the technological black box: instead of concealing the systems behind the experience, it invites audiences to interact with, question, and examine them.