Spencer Yan's My Work Is Not Yet Done is a narrative-driven investigative horror game that combines elements of the survival and simulation genres with a plot exploring "the imbrication and dissolution of human identities/meanings within uncanny wilderness", to quote the project's Github page. It follows the final days of Avery, last surviving member of a doomed hunt for the source of a strange transmission, and sees you performing complex acts of maintenance upon environmental sensors, while picking through journals and other found documents so as to "to discern the most viable 'truth' behind both Avery's mission and the signal itself".
It's all wrapped up in a dense, warping two-tone aesthetic with shifting naturalistic sounds that makes my breath catch in my chest. I love everything I've seen and heard about Yan's game, but I don't think I've ever done it justice in writing, and I doubt today's efforts will address this. For you see, what I'd like to call your attention to right now is the game's complex recreation of shitting.
Yan is among the respondents to a cheeky Twix post inviting devs to "tell me a tiny detail in a game you're very proud of". In Yan's case, that would be My Work Is Not Yet Done's simulation of bodily processes and excretion. As you can hopefully see from the embedded post below, the game tracks calorie consumption together with the presence of solids and liquids in Avery's stomach, colon, rectum and bladder, so as to calculate her desire to urinate or defecate.
While most players are unlikely to ever come into contact with it, My Work Is Not Yet Done tracks Avery's bodily processes down to her caloric burn per diem based on activity, and calculates her level of fullness and desire to
Read more on rockpapershotgun.com