Beholder

Description
Beholder is a single-player strategy and landlord simulation game with elements of stealth and moral choice.
Set in a totalitarian state, the player takes the role of Carl Stein, a newly appointed landlord placed in charge of a government-owned apartment building. Installed by the Ministry of Allocation, Carl’s official duty is to house tenants and maintain order, but his true assignment is to secretly monitor the residents. Using hidden cameras, snooping through possessions, and gathering reports, the player must identify potential subversives and decide how to handle their activities.
The main mechanics revolve around surveillance and management of the building. Carl can install cameras in apartments, search through belongings, and observe tenant behavior to collect information. Each piece of evidence contributes to dossiers and reports, which can be sent to the authorities to fulfill state directives. At the same time, Carl must manage repairs, assign rooms, and respond to the needs of the residents to keep the building functional.
Progress is shaped by resource management and decision-making. Money and reputation are earned through completing government tasks, blackmailing tenants, or helping them with personal requests. These resources can be spent on better surveillance equipment, bribes, or improving Carl’s own living conditions. Failure to maintain a balance between the Ministry’s expectations and the tenants’ well-being can lead to eviction, imprisonment, or worse.
Secondary systems emphasize moral choice and narrative consequence. Many tenants have personal stories that reveal dilemmas, such as whether to expose them for illegal behavior or protect them from the authorities. Decisions often have long-term effects, shaping relationships with other residents and determining multiple possible endings. The player can attempt to stay loyal to the state, secretly resist, or prioritize Carl’s family and their survival.
Dialogue is conducted through branching conversations, where Carl can gather information, persuade, or intimidate. These interactions provide both mechanical advantages, such as unlocking new tasks, and narrative consequences, such as earning trust or suspicion. The game does not include traditional combat, instead focusing on stealth, observation, and careful timing to avoid being caught while spying.