Stockroom Syndrome
体験版あり
About the game
巨大な北欧家具店の夜勤で、フラットパック家具を組み立て、ショールームの展示を飾り付けよう。その間にも、絶えず姿を変える店内では悪魔のような怪物たちがあなたを追い回す。HØLM。部屋を作れ。店を生き延びろ。
Steamの原文説明

Welcome to HØLM
It’s December 1996.
Finnish furniture giant HØLM has opened its first superstore in Norway, and you’ve been hired for the night shift.
You have three responsibilities:
Build flatpack furniture
Furnish the display
STAY ALIVE
Building Flatpack Furniture
There’s nothing more relaxing than building flatpack furniture, so we know you’re going to enjoy your time at HØLM. All our furniture is modular, much like the store itself, so each shift is never quite the same. We don’t know if it’s possible to be excited and relaxed, but we bet that the HØLM night shift is as close as you can get. And don’t worry, all our furniture has manuals!
Furnishing the Displays
As well as furniture, you might need to add some extra items to each display. Televisions from our Electronic Department, armchairs from Soft Furnishing, shelves from Storage. And if you get tired on the job, feel free to hit our famous Restaurant to see what’s left over, or retreat to the Stockroom for a well deserved break! But don’t linger too long!
Use your creative flair and make every display a work of art!
STAY ALIVE
Due to unusually high staff turnover on our night shifts, a small number of workplace concerns have recently come to our attention:
Walls and ceilings suddenly leaking a mysterious red fluid
Spontaneous combustion of furniture and entire displays
Mysterious flaming rocks breaking through the floors
Screams/Howls/disturbing audible phenomena
Strange relocation of display mannequins
We’re sure these are just the delusions of sleep-deprived, disgruntled employees.
Your shift is complete when all your work is done, so the sooner you complete your tasks, the sooner you can leave!

Stockroom Syndrome features:
Procedurally generated superstore with changing departments, pathways, displays and stock each shift.
Modular flatpack furniture that you physically assemble from individual parts using manuals and joinery.
Hands-on furnishing and decoration, with furniture and props throughout the store, every item is a physics item!
Distinct supernatural threats, some roam the store, some haunt specific departments. Good luck!
Escalating hauntings and environmental events, from moving mannequins and bleeding walls to considerably worse workplace conditions.
An authored mystery beneath the procedural game, told through recordings, old company media, cartoons and other discoveries.
A full campaign set in December 1996, with changing objectives, escalating threats and new situations across repeated night shifts.






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