Per My Last Email

Per My Last Email

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Screenshots

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Description

You are the new hire. The account you inherited is not new — it belonged to E. Vale, who is no longer with the company. Ten business days of email in which you choose what you say, then choose who sees it. The routing is permanent. Someone is still reading.

Platforms

macOS · Windows

Developer

3Cats Studio

Publisher

3Cats Studio

About

PER MY LAST EMAIL is a corporate-uncanny email thriller told entirely through one work laptop. Ten business days at Bellwether & Locke. No faces, no offices, no streets — only what renders on the screen in front of you.

You are the newest hire on floor six. Your account is you.lastname@bellwetherlocke.com, and it is not a new account. It has a sent folder. It has drafts. It belonged to E. Vale, who is no longer with the company, and nobody will say the rest of that sentence.

Choose what you say. Then choose who sees it.

Every reply is two decisions, and the second one is the real one.

  • The tone — warm, flat, or pointed. What you are willing to put in writing.
  • The routing — Reply, Reply-All, Forward, CC, BCC. Who is now a witness.

Routings are permanent and are recorded in your personnel file. A CC that seemed polite on Day 2 is evidence on Day 9. You cannot unsend, and the game never lets you take one back.

The company is measuring you back

Your standing, your suspicion, the thread you are pulling, and the unread count you can never quite clear — all of it moves while you work, and all of it decides which of the six endings you reach.

What you get

  • Ten chapters, ten business days — 30,000-45,000 words of authored prose
  • Six distinct endings, each earned rather than chosen from a menu
  • A full playthrough in an evening; the branches are worth the second one
  • Offline, single-player, no account, no telemetry

The scarier the beat, the more boring the formatting.

PER MY LAST EMAIL contains pre-generated AI content. Its music is created with generative audio tools; its sound effects are CC0 recordings, not generated. Its narrative text is human-AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically; the game's own user-interface elements are drawn in code and contain no AI-generated images. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people.