Submission to GMTK Game Jam - July 2026.


Slacking off lately, or getting your work done?

It's your choice really, but I'll let you figure out which one gets the day going faster.

Cc: is a first-person office sim about stealing time. You have an eight-hour shift. The only thing standing between you and 5 PM is how much of it you're willing to waste, and how much your boss notices.



The clock

The clock runs at whatever speed multiplier you earn. Slack off and it accelerates the day. Sit down and do actual work and it drops to a crawl, because that's what work does to a day. The whole game is one number you're constantly choosing to push or protect.

The catch is that the same dial is your risk. The faster the day is moving, the more closely you're being watched.


The boss

He walks the floor. He notices. If he catches you mid-slack he marches over, gives you a talking-to you can't skip, and staples thirty minutes of overtime onto the end of your shift, which is the worst thing that can happen to you, because there is no losing here. There's only leaving later than you wanted to.

You can hear him coming, if you're paying attention. You can duck into any real work task and look busy. You can also sprint, which is exactly as suspicious as it sounds.


Thirty-odd ways to waste a shift

Every activity has its own unique interaction. Throw paper at a bin across the office. Put darts in the ceiling tiles. Wind up your chair and ride it down the aisle. Hack the coffee machine. Rock the vending machine until it gives up. Eavesdrop on a conversation two cubicles over. Hold a phone line with nothing but "mhm", "absolutely" and "circling back."

And then there's your monitor.


GRIND_OS™ 95

Press F at your desk and the camera leans into the screen. Your mouse becomes a cursor. There's a whole operating system in there with a green WORK desktop that keeps you off the radar, and an amber PERSONAL one with games buried in a folder named HR_TRAINING(old).

Leaning in is the risk dial in miniature: you cannot see the room while you're in there. Tab between desktops when you hear footsteps. That's the game.

The 2 PM meeting

At two o'clock you get summoned. You sit at the table with everyone else while the boss talks, your multiplier locked, and you play on your phone under the table trying not to get called on. He physically turns to scan the room. Stop in time and you're fine.

At 5 PM (or later)

You get a grade and a receipt: minutes stolen, times caught, overtime earned. Then you clock in and do it again. Your last ten shifts are kept on file, along with your best day. Management keeps records.

Controls

WASD move
Shift sprint (loud, visible, occasionally worth it)
Mouse look — always, even mid-task
E interact
F lean into the monitor at your desk
Tab swap desktop
Q back out one layer / stand up
Esc pause
Left mouse most of the verbs

Everything is remappable in EMPLOYEE PREFERENCES (FORM CB-114). Settings include sensitivity, FOV, invert-Y, volumes from the menu or the pause sheet.

About

I built this in four days for a jam, by myself, in Unity. It's a small game and my first stab at a 3D concept. If you get to 5 PM with a decent grade then please share and let me know! Any bug finds and fixes/improvements are always appreciated as well.

I'm Kyle. I make games slowly at OakTree Games, one ring on the tree at a time. My bigger project is Cosmic Scale, a solo-built factory game that goes from a mining laser to a Dyson swarm. If you want to see what else is being grown: oaktree-games.com

Feedback is genuinely wanted. Especially "this bit felt unfair" and "I didn't understand what I was supposed to do." Both are useful. Neither will hurt my feelings.

Credits

Built solo. No generative-AI assets — the props and characters are hand-modelled or procedurally generated from Blender scripts. I use AI tooling for code and workflow, same as I do on everything with a human eye and hand that shapes the final outcome.

Fonts: Staatliches, VT323 and Kalam (SIL OFL 1.1) and Special Elite by Astigmatic / Brian J. Bonislawsky (Apache 2.0), all from Google Fonts.

Music and SFX from Pixabay — music by kornevmusic, nastelbom and sigmamusicart; sound effects by freesound_community, litupsubway and eaglaxle.

(Full licence texts ship inside the download.)

Known issues (both builds):

  • The boss's head and hands render pale instead of the intended charcoal — fixed in the repo, missed the submission builds.
  • Main menu: the soil texture is missing from the potted plants.

Browser build only:

  • Menu button text scales blurry at some window sizes.

Download

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