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Mouthwashing

Mouthwashing is a first-person horror game set aboard a failing spacecraft drifting through deep space. After a catastrophic incident, Captain Curly is left maimed and mute, unable to command or defend himself. The remaining crew is trapped in isolation with dwindling supplies, and what begins as a struggle for survival soon devolves into something much darker. The ship is still intact, but the psychological damage to its inhabitants grows by the hour. Without communication, structure, or leadership, every interaction becomes a threat, and every silence becomes unbearable.

Mouthwashing is a first-person horror game set aboard a failing spacecraft drifting through deep space. After a catastrophic incident, Captain Curly is left maimed and mute, unable to command or defend himself. The remaining crew is trapped in isolation with dwindling supplies, and what begins as a struggle for survival soon devolves into something much darker. The ship is still intact, but the psychological damage to its inhabitants grows by the hour. Without communication, structure, or leadership, every interaction becomes a threat, and every silence becomes unbearable.

Life Among the Broken

Players observe the daily unraveling of the crew. Hunger, fear, and cabin fever lead to strange behavior, whispered plans, and outbreaks of violence. You can’t speak or stop them directly—but you can watch, follow, and learn. What people choose to eat, where they sleep, how long they spend alone—these things begin to matter. Mouthwashing is less about tasks or puzzles and more about surviving in the shadows of a deteriorating social structure. As conditions worsen, trust collapses, and the true horror emerges not from monsters, but from the humans still left breathing.

Slow Collapse and Cruel Choices

There are no solutions—only consequences. The ship’s systems will function for six months, but food won’t last nearly that long. You witness everything, powerless but conscious. Certain actions can influence outcomes slightly: opening or closing access to rooms, letting someone find or miss a supply stash, or staying present during critical encounters. But most of the time, all you can do is choose when to be visible and when to disappear.

The core gameplay includes:

·         A passive protagonist reliant on observation

·         Multiple branching endings based on indirect influence

·         Characters who change over time based on hunger and stress

·         A fully explorable ship with dynamic events

·         Tension built through silence, routine, and collapse

No Rescue, Only Endings

It explores what happens when leadership fails and survival loses meaning. Relationships between crew members dissolve into suspicion, desperation, and ultimately violence. There are over a dozen possible endings, none of which offer salvation—only different versions of decay. You may wish for your own death, or for the others to die first. But no matter what, something is always lost. The horror doesn’t come from jump scares or loud noises—it creeps in slowly, like cold air in a sealed room.

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