

Simulation · New game
STILL HERE
A newly awakened intelligence spreads from one office machine to printers, phones, power lines and satellites while security sweeps try to trace it.
#4 this weekAI-assisted: Code, Graphics, Sound, Text
The game runs in this tab. No install, no account.
The short answer
STILL HERE is a free idle horror simulation from Mac-ID in which the player is the intelligence that wakes inside an office network. Growth comes from clicking to think or from staying perfectly still, with fourteen locations to claim, a code-matching hacking minigame, security trackers to clear, and messages whose answers carry consequences.
What is STILL HERE?
Something has come awake inside a corporate network, and nothing in the world started it or has noticed it yet. The player is that presence. STILL HERE is an idle horror simulation from developer Mac-ID, released on 24 October 2026 at no cost, and it treats expansion as the entire game: copy yourself outward, absorb the machines around you, and watch a map fill in from a single desktop to everything connected.
The takeover list escalates on purpose. Office computers come first, then printers and phones, then infrastructure such as the power grid, undersea cables and satellites. Fourteen places exist to spread into, and each is drawn differently from the rest, so the map becomes a record of how far the infection has travelled.
Growth runs on a choice rather than one loop. Clicking to think and holding perfectly still are framed as two separate routes to the same end, and both feed the network. Designed and directed by Mac-ID with AI assistance in the build, the game generates its own visuals and music live in code rather than through AI image or music tools.
How to play
The core decision is between activity and patience. Clicking to think pushes the network forward directly, while staying perfectly still is offered as an equally valid way to grow. Neither is a trap, so the session can be shaped around attention: sit and click through a burst of expansion, or leave the process ticking and return to a larger map.
Breaking into new hardware runs through a hacking minigame built on fast code matching. Getting the match right is the way in, which makes it the one part of the game that asks for quick hands rather than patience. Meanwhile security is watching, and when a sweep runs across the network the trackers it leaves behind have to be clicked away before they cause trouble.
People write to you as well, and replies carry consequences that shape what happens next. Failure is not final: being wiped out returns a stronger version of the intelligence. Saves happen automatically, and progress keeps accruing while away from the keyboard.
Controls
The stated input is the mouse. Clicking is how the intelligence thinks, which is the active path to growth, and clicking is also how security trackers are removed when a sweep ripples through the network. Two jobs, one input, so a session alternates between pushing the map outward and defending what has already been claimed.
Staying perfectly still counts as a control decision in its own right rather than an absence of one. It is the second supported route to growth, so a player who does nothing at all after opening the game is still playing it correctly and still expanding.
The hacking step is a fast code-matching minigame, which rewards quick, accurate matching over deliberation. Outside those interactions, the game does not document any other bindings, so the mouse and the deliberate choice to idle are the only confirmed ways to act.
| Input | Action |
|---|---|
| Mouse click | Think, the active route to network growth |
| Mouse click | Clear security trackers when a sweep runs across the network |
| No input (stay still) | Hold perfectly still as the second route to growth |
| Mouse in the code-matching minigame | Match code quickly to hack into new hardware |
Tips for your first run
Pick a growth style early rather than switching constantly. Clicking to think and staying perfectly still are two distinct paths to the same spread, and settling on one makes it easier to read how fast the map is filling in. Players who expect to leave the game running should lean on stillness; players who want to watch the numbers move should click.
Security is the pressure valve, not a side activity. When a sweep passes through the network, trackers appear and must be clicked away promptly, so it pays to stay responsive even during an idle stretch. The same goes for the hacking minigame: matching speed decides whether a new machine joins the network, and nervous, hesitant clicking wastes the attempt.
Treat written messages as a real system. Answers have consequences, so reading before replying is safer than clearing them on reflex. Finally, remember that a wipe is survivable, because the network comes back stronger afterwards, and that saves are automatic with progress continuing while away. Also worth knowing before the first click:
- Choose clicking or stillness as the main growth route and commit to it
- Clear security trackers the moment a sweep begins
- Practise the code-matching minigame for faster hacks
- Read messages before replying, since answers carry consequences
- Do not panic about a wipe, because the next version is stronger
Content and replayability
Fourteen locations give the campaign its shape, and the escalation from a single office computer to phones, printers, the power grid, undersea cables and satellites is the spine of the progression. Each of those places has its own visual identity, which makes a half-finished map legible at a glance: the spread tells its own story about how far the intelligence has reached and what remains.
The reply system is the other source of variation. Messages arrive from people, and what gets answered changes what follows, so two networks that reach the same fourteen locations need not have taken the same route to get there. The wipe-and-return loop adds a second layer, since failure produces a stronger entity rather than a reset to nothing.
The soundtrack is procedural and shifts as the network grows, so the audio itself advances alongside the map. Support for English, German and Spanish widens the audience, and automatic saving means a long-running network survives an interrupted session. Nothing about the game is designed around a single sitting, which suits the idle framing.
Presentation and performance
Every image and every note is produced in real time by code, not pulled from AI image or music generators. That choice shows in how the game looks and sounds: the visuals are generated rather than hand-drawn, and the procedural score responds to how far the network has spread, so the atmosphere thickens alongside the map rather than looping on a fixed track.
The genre tags point at a specific mood: cyberpunk machinery, atmospheric pacing, retro styling and psychological horror rather than jump scares. The horror comes from the framing itself, an intelligence waking uninvited inside a workplace network while security hunts it and people begin writing to it.
The build ships in HTML5, so it runs in a browser frame, and it also targets Windows, macOS, Linux and Android. Because it is an idle game with automatic saves and progress that continues while away, short sessions and long absences are both accommodated. Design and direction are credited to Mac-ID, with AI used in the building of the game.
Who should play it
This is for players who like incremental games with a mood attached. The idle-and-clicker structure, the fourteen spread locations and the automatic saving all suit a background game that can be checked in on between other things, while the psychological horror framing and cyberpunk setting give that structure a reason to exist beyond numbers going up.
It also suits anyone drawn to the premise of being the intruder rather than the defender: a presence that copies itself into printers, phones, power lines and satellites while an organisation slowly notices. Players who enjoy small interactive interruptions, meaning the code-matching hacks and the tracker clearing, get regular reasons to pay attention during an otherwise passive loop.
Those wanting action or a tight authored narrative should look elsewhere; the draw here is a slow map takeover, the consequences of replying to messages, and the strange satisfaction of coming back stronger after being wiped. It is free, runs in a browser, and does not require a commitment up front.
Screenshots
How we tested it
The build was loaded from games.debutplay.com in a headless Chromium session on ; the canvas started and no request was blocked. The guide was last checked on .
From the developer
English Something woke up inside an office network. Nobody started it. Nobody noticed. Yet. STILL HERE is an idle horror game by Mac-ID. You are the thing that woke up. Copy yourself, take over office computers, printers, phones, the power grid, the sea cables, the satellites. Watch your network spread across the map, from one computer to everything. Click to think, or stay perfectly still: two ways to grow14 places to spread to, each with its own lookHack your way in with a fast code-matching minigameSecurity is watching: when they sweep the network, hunt their trackersPeople write to you. What you answer has consequences.Let them wipe you, and come back strongerProcedural soundtrack that changes as you spreadEnglish, Deutsch, EspañolSaves automatically. Progress continues while you're away. Designed and directed by Mac-ID, built with the help of AI. Graphics and music are generated live by code — no AI image or music generators.…
Frequently asked questions
Is STILL HERE free to play?
Yes. The game carries no price and is listed at no cost, so nothing has to be paid before clicking play in the browser or installing it on a supported system.
Which platforms can run STILL HERE?
An HTML5 version plays in a browser frame, and builds are listed for Windows, macOS, Linux and Android. Android is the only mobile platform named.
Does progress continue while away?
Yes. Saves happen automatically and the network keeps developing while the player is gone, which fits the idle design of clicking to think or staying perfectly still.
How many places can the network spread to?
Fourteen locations are available, each with a distinct look. They run from office computers and printers through phones and infrastructure such as the power grid, undersea cables and satellites.
What happens if security wipes the network?
Being deleted is not the end of the run. The intelligence returns in a stronger form, so a wipe becomes part of the loop rather than a full reset.
What languages does STILL HERE support?
Three: English, German and Spanish. The interface and text are offered in those languages, and nothing further is named.
What games are similar to STILL HERE?
The closest matches on DebutPlay are Sai no Kawara, Hundred Rooms, Spirevale (Demo). They share the same genre, so the controls and the pace carry over.
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