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Kiosk is a first-person horror game that blends late-night fast food service with psychological unease. You play as a lone worker assigned to run a roadside kiosk during the night shift. At first, your job seems simple—take orders, prepare food, and serve customers. But as each shift passes, strange occurrences begin to surface: customers behave oddly, shadows seem to move on their own, and something outside the light never quite goes away. It’s a slow descent into discomfort that hides behind an everyday task.
The game is structured around nightly cycles, each one gradually introducing new mechanics or unexpected events. At first, players manage recipes and handle increasing customer flow. But things don’t stay normal for long. The environment subtly shifts, objects disappear and reappear, and familiar sounds are replaced by silence or distorted noise. The fear builds gradually—not from threats you see, but from the feeling that something is always just out of sight. Managing food orders turns into a test of nerve.
Kiosk offers different modes to suit different playstyles. Story mode reveals the central mystery through shifting routines and unsettling encounters. Endless mode pushes players to keep serving under constant pressure, while relax mode removes horror elements for those who want to focus on cooking. Across all modes, the game’s design remains consistent—minimal UI, muted visuals, and carefully placed sound cues that set the mood. Whether playing for challenge or exploration, the tension is always present in how little the game explains.
These features create a unique blend of routine and dread.
Kiosk uses the ordinary to create discomfort. The act of serving burgers and fries becomes strangely haunting when paired with silence, isolation, and barely noticeable changes. The horror doesn’t come from jump scares but from the creeping sense that your role in the kiosk is part of something larger—and not meant to be understood. As the game progresses, you begin to wonder whether you’re still working… or just being watched. It’s a quiet game, but one that stays with you long after the last shift ends.
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