Rest in Piecework


Solo Project | Jul 2025 |  Game Design & Game Art | CLIP STUDIO PANIT

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Introduction

This project is a spin-off of my senior illustration series Work Well, based on Greek mythology. 

I’ve been fascinated by death culture from different cultures since childhood—from making prints about Orpheus to writing essays about Japanese underworld. To me, the afterlife isn’t just a place of fear and punishment. It can also offer ordinary souls a second chance, a quiet home. Therefore, with this project, I aimed to present a a softer, more everyday version of the Greek underworld, and let players experience a more personal and human side of “life after death.”






Reference & Research

To make the designs feel grounded, I visited museums and spent time sketching and collecting references from real-life Greek artifacts. These firsthand experiences helped shape many of the visual details in the work.


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Main Storyline & Ending
Psari’s life in the Underworld begins with small, lighthearted tasks—helping a headless guard recover his missing skull, or preparing meals to comfort the grieving Hades. Through these everyday moments, he gradually settles in, forming bonds with the quirky residents and beginning to feel a sense of belonging.

As his journey unfolds, Psari sets out to search for his birth parents, only to realize that the answers he once craved no longer matter. The warmth he receives from strangers helps him understand: this strange world has become his home. Even the soul who once died as a result of his theft forgives him, allowing Psari to make peace with the past.

When Psari finally clears his debt, Charon refuses to release him—citing overdue interest as an excuse. But behind the deception lies a quiet act of protection: someone who caused a death, even unintentionally, would otherwise face punishment. Instead, Psari is offered a new role as a “ferryman-in-training.” From here, the game shifts into a more open-ended phase focused on freedom. With financial burdens lifted and fast travel unlocked, players can decorate their home, strengthen bonds with NPCs, and enjoy the rhythms of daily life in the Underworld.

Psari Early Concept
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Main Quest I: “That’s Not a Toy!”



Psari meets Dekapitas, a headless skeleton guard frantically trying to communicate through messy sketches and wild gestures. It turns out Cerberus, the three-headed hound, mistook his skull for a toy and ran off with it. Players need to follow Dekapitas’s drawings across several areas, slowly uncovering Cerberus’s habits. With help from Lyssa, Cerberus’s caretaker, they prepare offerings— toy, dish, and bone snack—to strike a deal withCerberus. Completing the quest unlocks Lyssa’s daily task, where Psari can help care for Cerberus and earn dog fur (used as clothing material) and coins.
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Basic Mechanics
Dream Events: Small bonuses gifted by Hypnos
NPC Scheduling: Maiden helps in early time periods only

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Daily Tasks
At the start of each day cycle, Charon updates the list of available daily tasks. Players can freely choose which tasks to take. To reinforce the debt‑repayment theme, each day includes a required “quota.” If Psari fails to earn enough, his debt increases slightly. It is more of a narrative pressure than a real penalty, keeping tension without blocking progress.

Daily tasks appear as mini-games. They offer small rewards and aren’t enough to clear debt on their own. Players must engage with main story quests to progress through the game.
Beyond basic jobs, certain NPCs offer special requests once their relationship level rises or related events are triggered. These tasks grant higher payouts and unique resources, such as materials for home upgrades, outfits, cooking ingredient.

Furniture material gathering
Playing chess with a lonely elder
Fixing a broken vase
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Home




Psari owns a small room in the Underworld. It starts off messy, but grows cozier over time. Players can decorate the space with furniture earned through quests or bought in shops.

Buying a wardrobe or mirror unlocks outfit changes; purchasing kitchen tools allows cooking at home. Fancier tools unlock more recipes.

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s Obtain food


     
    • Gathering – Some ingredients can be collected directly from the environment.
    • Fishing – Fishing spots across the underworld yield various edible catches.
    • Farming – After Main Quest II, players unlock Persephone’s garden and can grow crops freely. Farming does not consume action points, though crops only grow when the day cycle advances.
    • Cooking – Meals can be crafted at home by combining ingredients. Cooking normally costs 1 action point and a small fee, but becomes free when all ingredients are already on hand.
    • Puppy‘s Kitchen – Psari, as Charon’s employee, can eat basic staff meals for free at the Styx branch. Other branches offer stronger magical dishes for a fee (each meal costs 1 action point).
    • • Shops – Buying snacks does not consume action points, but these items only restore a small amount of Fullness.



    *To emphasize the importance of “sitting down for a proper meal,” any action that significantly restores Fullness (such as cooking or formal dining) always requires action points. space
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    s Money and Shopping Players can spend money on food, clothes, furniture, and more. Since Psari is in debt, spending delays repayment. However, main story progress depends on total earnings, not current savings, so shopping won’t block quests or slow overall progression.


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    s Travel





    The Underworld is shaped like a vertical city, carved out by the flow of the River Styx. Naturally, water travel plays a vital role.

    Players can reach new areas by speaking to stationed ferrymen at docks. After main story clears, Psari earns his own boat—unlocking fast travel and the freedom to move between most areas without relying on ferrymen.


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    s Relationship System NPC relationships reflect how their feelings toward Psari change over time. You can improve them mainly by giving gifts and sharing meals. Higher levels unlock special quests, CGs, rewards like clothes or furniture, and extra features—like architect Hippodameia only accepting exterior design requests after Lv.3. space
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    s Literacy System
    Psari starts the game unable to read, but kind spirits across the Underworld are eager to teach him. Players can learn ancient Greek words through minigames hosted by Hesiod. As literacy improves, the in-game compendium entries become more elegant and complete. Two factors affect how entries evolve:

    • NPC relationships unlocks fuller entries about that character
    • Literacy level unlocks better writing, across four tiers. For example, the Cerberus entry may grow from:



    *Players can revisit earlier versions anytime, preserving Psari’s personal journey of growth.

    Greek word learning game
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    s Reputation Theft
    Reputation reflects how the Underworld residents view Psari overall. It’s a key measure of how well he’s settling in and growing. Completing daily tasks gives a small boost, while main quests significantly raise reputation.

    As Psari’s reputation improves, he’ll unlock more quest types, receive better rewards, enjoy store discounts, and encounter friendlier NPCs, even the occasional gift from neighbors. This system is designed to give players a real sense of belonging and progression.
    Some scenes contain items that can be stolen, such unguarded stalls or dropped purse. Interactions are similar to regular pickups. Psari, once a thief, may do so instinctively. But theft lowers reputation and affects NPCs relationships. As he grows in the underworld, stealing gradually phases out as he moves past old habits.