Хөдөлмөрийн үр ашгийг шаарддаг Flesh Grinding тоглоом нь капитализмын нийгмийн үнэн нүүр царайг харуулж байна

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Энэхүү мэдээ, нийтлэлийг хиймэл оюун боловсруулав.

Molter Games-ийн бүтээж буй энэхүү шинэ тоглоом нь тоглогчдыг хөдөлмөрийн хүнд хэцүү, давтагддаг үйл явцаар дамжуулан үр ашгийг дээд зэргээр нэмэгдүүлэхийг шаарддаг.

Flesh Grinding нь PS1-ийн үеийн аймшгийн тоглоомуудын хэв маягийг агуулсан хөдөлмөрийн симулятор бөгөөд 2026 оны дөрөвдүгээр улиралд худалдаанд гарахаар төлөвлөгджээ. Тоглогчид таазнаас унах махыг машинд хийж жижиглэх замаар ахиц дэвшил гаргаж, олсон орлогоороо өөрийн чадвараа сайжруулдаг. Тоглоомын явцад шинэ машин, тоног төхөөрөмжүүд нэмэгдэх нь үйл ажиллагааны үр ашгийг улам бүр өндөрсгөх шаардлагатай болгодог.

Энэхүү тоглоом нь өдөр тутмын ажлын байрны уйтгартай бөгөөд хүнд хэцүү үйл явцыг өвөрмөц байдлаар дүрслэн харуулдаг. Тоглогчид цаг хугацааг хамгийн үр ашигтайгаар ашиглаж, ажлын хэмнэлээ сайжруулахын тулд тасралтгүй хичээх нь бодит амьдрал дээрх хөдөлмөрийн хөлс, ядаргааг санагдуулам юм.

Flesh Grinding нь 2027 оны нэгдүгээр улиралд гарах Fleshgrinder тоглоомтой андуурч болохгүй гэдгийг хөгжүүлэгчид анхааруулж байна. Энэхүү бүтээл нь зөвхөн аймшгийн элементүүд төдийгүй, орчин үеийн хөдөлмөрийн нийгмийн үр ашгийн төлөөх эцэс төгсгөлгүй “шахуу” хөдөлмөрийг шүүмжлэлтэйгээр илэрхийлж байгаагаараа онцлог юм.

Дэлгэрэнгүйг эх сурвалжаас харах

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Weird Weekend

Weird Weekend is our regular Saturday column where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh and Rick have become obsessed with this time, whether it’s the canon height of Thief’s Garrett or that time someone in the Vatican pirated Football Manager.

I am a stakhanovite, a hero-worker. My productivity is not measured in grams but kilos. My working hours have been divided and subdivided into ultimate efficiency: not a nanosecond is wasted.

That is, in Flesh Grinding, whose demo I’ve been mucking about with. Not in real life, where my working hours consist mostly of staring at a blank Google Doc and wondering if I’m a moron who could never actually write at all.

(Image credit: Molter Games)

Anyway, Flesh Grinding, which releases in Q4 2026—not to be confused with Fleshgrinder, which releases in Q1 2027; good luck—is a labour simulator. It’s also one of those PS1-style horror games that are so fashionable right now. But mostly it is a game about working.

Working, specifically, with flesh—great, distended chunks of the stuff that plop down from the ceiling and amass in shiny piles. You must pick them up, walk them to your grinder, then turn them to mince. You must do this until your IV drip runs out of fluid, at which point it is time to return to your home and upgrade yourself, spending the millilitres of blood you scrounged from your grinding on upgrades.

Hit your goal (a kilo of meat at first, then five kilos, and so on) and new areas open up with new machines—feed a lump of flesh to this thing and it will spit out IV-replenishing potions, that kind of thing, which add entirely new aspects of the fundamental flesh-grinding loop to think about and strategise for.

Flesh grinded weight tracker.

(Image credit: Molter Games)

You’re no longer just trying to run as quickly as possible between your flesh pile and your grinders. Now you have to figure out when in the process to stop at the new machines, how to run a perfect loop that wastes the absolute minimum amount of time you get each day on the factory floor.

In this way, it is exactly like real life.

No, really. Or, well, sort of really. I’ve definitely worked jobs that felt as grey and arduous as standing at Flesh Grinding’s, uh, flesh grinder and attempting to maximise the return of each stifling second—to cram as much compensable work into every fragment of time I had before the inevitable burnout set in. It wasn’t quite an IV drip of unknowable motivating fluid or an endless parade of shapeless flesh: it was writing freelance marketing copy, which was worse.

(Image credit: Molter Games)

I’m rather impressed by Flesh Grinding for condensing this experience down into its sickly gameplay loop. It’s a laborious work sim that nonetheless feels quite moreish, that tempts you to return day after day to make some new tweak to your routine or to test out a new machine.

That’s what’s really horrifying, I say. I mean, sure, the blood and strange ethereal figures and creepy grandmother and ever-multiplying religious icons are also, probably, scary to someone, but surely far less than the constant reminder that the trade you make for being alive is selling eight hours (at least) of your day, every day, to distant and unknowable forces, and all the wear on your body and mind that entails. And then you spend your off hours trying to compute how to come in the next day and do it all even more efficiently. What a horrible scam we’ve played on ourselves. What a, um, grind.

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