Per My Last Email
体験版あり
About the game
あなたは四階に入社したばかりの新人です。引き継いだメールアカウントは新品ではありません。それは、もう社にいない E. Vale のものでした。送信済みフォルダーも下書きも、そのまま残っています。十営業日にわたる、メールだけの物語。あなたはまず「何を言うか」を選び、そのあとで「誰に見せるか」を選びます。宛先の選択は取り消せず、人事ファイルに記録として残ります。二日目には礼儀正しく見えた CC が、九日目には証拠になります。誰かがまだ読んでいます。
Steamの原文説明
PER MY LAST EMAIL is a corporate-uncanny email thriller told entirely through one work laptop. Ten business days at Bellwether & Locke. No faces, no offices, no streets — only what renders on the screen in front of you.
You are the newest hire on floor four. Your account is you.lastname@bellwetherlocke.com, and it is not a new account. It has a sent folder. It has drafts. It belonged to E. Vale, who is no longer with the company, and nobody will say the rest of that sentence.
The scarier the beat, the more boring the formatting.
PER MY LAST EMAIL contains pre-generated AI content. Its music, ambience and sound effects are created with generative audio tools. Its narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically, and the game shows an AI-generated photograph of the office with each of its six endings; every document, form and user-interface element in the game is drawn in code. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people.
You are the newest hire on floor four. Your account is you.lastname@bellwetherlocke.com, and it is not a new account. It has a sent folder. It has drafts. It belonged to E. Vale, who is no longer with the company, and nobody will say the rest of that sentence.
Choose what you say. Then choose who sees it.
Every reply is two decisions, and the second one is the real one.- The tone — warm, flat, or pointed. What you are willing to put in writing.
- The routing — Reply, Reply-All, Forward, CC, BCC. Who is now a witness.
The company is measuring you back
Your standing, your suspicion, the thread you are pulling, and the unread count you can never quite clear — all of it moves while you work, and all of it decides which of the six endings you reach.What you get
- Ten chapters, ten business days — around 45,000 words of authored prose
- Six distinct endings, shaped by ten days of what you sent
- A full playthrough in an evening; the branches are worth the second one
- Offline, single-player, no account, no telemetry
The scarier the beat, the more boring the formatting.
PER MY LAST EMAIL contains pre-generated AI content. Its music, ambience and sound effects are created with generative audio tools. Its narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically, and the game shows an AI-generated photograph of the office with each of its six endings; every document, form and user-interface element in the game is drawn in code. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people.






体験版と発売について
前回の確認時にSteamの体験版が見つかりました。ダウンロードする前に、お住まいの地域で引き続き利用できるかSteamで確認してください。
情報・画像:Steam · 最終確認 UTC