- Release Year: 2022
- Platforms: Macintosh, Windows
- Publisher: Inpatient Interactive
- Developer: Inpatient Interactive
- Genre: Simulation
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Point and select
- Average Score: 84/100

Description
Mezzanine is a psychotronic point-and-click adventure set on New Year’s Eve 1999 in San Francisco’s Multimedia Gulch. Players take on the role of an HR administrator at Zentropy, a rebellious media agency, balancing corporate tasks like Y2K preparations and staff reorganization while uncovering cryptic conspiracies lurking within the office. With non-linear exploration, multiple endings, and retro 3D prerendered environments, the game blends office simulation with surreal mystery, evoking the turn-of-the-millennium tension and corporate absurdity.
Where to Buy Mezzanine
PC
Mezzanine Guides & Walkthroughs
Mezzanine Reviews & Reception
steambase.io (85/100): Mezzanine has earned a Player Score of 85 / 100.
Mezzanine: A Haunting Descent Into Office Sublimity
Introduction
In the twilight of 2023’s obsession with retrofuturism and corporate dystopias, Mezzanine emerges as a paradoxical love letter to—and indictment of—the dot-com era’s dying gasps. Developed by the enigmatic Inpatient Interactive, this free-to-play psychotronic adventure masquerades as a mundane office simulator before unraveling into a labyrinth of Y2K paranoia, occult HR management, and existential dread. At its core, Mezzanine is a game about the fragile boundaries between productivity and madness, framed through the lens of a pixelated purgatory where staplers hum with eldritch energy.
Development History & Context
The Studio Behind the Static
Inpatient Interactive, known for the niche Small Press Tycoon, positions itself as a curator of forgotten digital ephemera. Their decision to develop Mezzanine during the post-pandemic remote-work boom is no accident. The game consciously channels the aesthetic and anxieties of 1999—a year steeped in technological optimism and apocalyptic unease—while mirroring modern disillusionment with corporate culture.
Technological Constraints as Artistic Choice
The developers eschewed modern AAA conventions, instead embracing the limitations of late-’90s tech: 800×600 resolution, ray-traced prerenders, and a file size (100MB) that would’ve strained dial-up modems. This deliberate anachronism isn’t mere nostalgia; it’s a commentary on how digital artifacts age—and how easily their utopian promises curdle.
The Gaming Landscape of 2022
Released amidst a resurgence of immersive sims and walking narratives (Citizen Sleeper, Norco), Mezzanine subverts both genres. It asks: What if The Stanley Parable were written by David Lynch after a week-long HR seminar?
Narrative & Thematic Deep Dive
Plot: Death by Paperwork
You play as an unnamed HR administrator for Zentropy, a San Francisco startup poised to “disrupt” multimedia on the eve of Y2K. Tasks range from banal (scheduling mindfulness retreats) to surreal (interpreting memos written in Enochian). The facade cracks as you uncover Zentropy’s ties to a shadowy network of tech-literate cultists—a metaphor for Silicon Valley’s messianic complex.
Characters: Cubicle Phantoms
Colleagues like Derek (the Python-scripting intern who never sleeps) and Mara (the COO who quotes Finnegans Wake in motivational emails) blur the line between human and NPC. Their dialogue cycles through corporate jargon and gnomic prophecies, suggesting either burnout or possession.
Themes: Capitalist Horror
Mezzanine weaponizes mundanity. Filing reports becomes a ritual; coffee brewing mirrors alchemy. The game’s thesis is clear: Late-stage capitalism is itself a haunted house, and we’re all unpaid ghost hunters. The multiple endings—ranging from promotion to “disappearance”—reflect the era’s false binaries: dot-com millionaire or homeless hacker.
Gameplay Mechanics & Systems
Core Loop: Point, Click, Dissociate
The point-and-click interface hides staggering depth. Every desk drawer and Post-it note branches into mini-games:
– Y2K Compliance Checks: Debug hexadecimal manifests while ignoring hallucinatory pop-ups.
– Mindfulness Puzzles: Align fractal PowerPoint slides to stabilize your character’s sanity meter.
– Office Politics: Choose which coworkers to sacrifice during mandatory “team-building exercises.”
UI: A Crumbling HUD
The interface gradually glitches, overlaying corporate training videos with cryptic sigils. By the final act, menus become illegible—a bold, if divisive, choice that literalizes the player’s descent into confusion.
Flaws: Ambition vs. Accessibility
The non-linear structure occasionally leads to dead ends, and the retro aesthetic may alienate players accustomed to QoL features. Yet these “flaws” feel intentional, echoing the era’s janky shareware.
World-Building, Art & Sound
Setting: Multimedia Gulch as Liminal Space
Zentropy’s office—a maze of beige cubicles and flickering CRTs—exists outside time. The 3D prerenders evoke Myst by way of an IKEA catalog, while the “raytrace technology” gimmick satirizes tech-bro obsessions with specs over substance.
Sound Design: White Noise Symphony
The 44.1kHz soundtrack blends Windows startup chimes, Boards of Canada-esque drones, and ASMR-grade typing sounds. An Easter egg lets users “hack” the office printer to play Never Gonna Give You Up in MIDI—a perfect encapsulation of the game’s dark humor.
Reception & Legacy
Launch Reception
With an 84% positive Steam rating (based on 26 reviews), Mezzanine found a cult audience. Praise centered on its atmosphere and writing; criticism targeted its opacity. Notably, no mainstream outlets reviewed it—a fate befitting its anti-commercial ethos.
Cultural Impact
The game has inspired a wave of “corporate horror” indies (Severance: The Game rumors persist). Its mockery of startup culture feels increasingly prescient as AI-driven layoffs dominate headlines.
Conclusion
Mezzanine is not a game for everyone. It is a meticulously crafted hallucination, a satanic panic attack disguised as an edutainment CD-ROM. While its systems occasionally buckle under their own ambition, the result is unforgettable—a House of Leaves for the Excel generation. Inpatient Interactive has crafted a dark sacrament to the failed promises of the past, and a warning for our algorithmic future.
Final Verdict: A flawed masterpiece, Mezzanine secures its place as the Videodrome of video games—a disorienting, essential critique of the screens that bind us.