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Perfumed Palaces: Purgatory Simulator

Jul 16, 2026AdventureRPGWindowsmacOS

A 3D RPG maze explorer recovered from Homebrew N64 cartridges and notebooks found at the sight of the 2002 McAllen, TX "No-No House" Investigations.

MUTHRI ENTERTAINMENT COMPANY

PRESENTS

in careful collaboration with the

research and organizational capabilities provided by both

CODEX

and

CLAUDE CODE:

A Restored Copy Of The Infamous Homebrew Application Recovered from

Multiple N64 Cartridges Found at the Site Of

The 2002 McAllen, TX "No-No House" Crime Ring

PERFUMED PALACES: PURGATORY SIMULATOR

IMPLIED INSTRUCTIONS:

Players must struggle to navigate massive maze-floor after maze-floor by spending their HP to roll an always on-screen RNG slot machine for $ to spend on all movement and interaction behaviors in the game. The input map is extremely arcade-like and simple, yet certain choices, like combining the slot machine roll button with the movement button, seem purposely intended to trigger alternative behavioral states. Interestingly, separate payout button and interact buttons ($ and X) respectively are provided, allowing the player to spam payout when multiple frozen are held, or jump, attack, or use an item depending on context and item toggle settings. The UI is obviously WIN95-based, so our build allows the player to use a gamepad or click the on screen buttons (this is different from the cartridges found on-site, which of course had no mouse or keyboard peripheral). 

Players engage in fights to the death with the 8 different class of puppet Tulpa roaming the maze when encountered (they may also flee of course). Player ATK is gated by Player's slot machine's number of frozen digits and current Hot Digit (ATK = Hot Digit + Number of frozen digits and × the Hot Digit if the frozen digits are the same value as the Hot Digit). Only 1 player or enemy ATK goes through per 2000ms turn, so Player is encouraged to re-roll for a higher Hot Digit/more frozen digits if they keep getting hit. 

A few stores are scattered across each maze map, where the player can purchase potions which restore their HP or affect their payouts, ATK, and JMP quotients the next turn, Bombs which allow damage to enemies and the creation of in-game holes, and a compass or map that allows the player to know where they are in the current maze level. Other items include a ladder and spray paint. 

The only way to tell how close the player is to Game Over is to see how much the walls are swirling and have shifted colors. Dumped cartridge files called this feature "HPSickness". 

On each level there is a Bossroom. Player must find and defeat the Boss to progress through the stairway to the next palace level. There are 4 levels per play through, with each play through tied to a 9 digit seed that decides the map contents of the palace. After all bosses have been vanquished, games can go on indefinitely in postgame, or be obliterated by locating the hidden rooftop path.

The game offers both asynchronous multiplayer, by allowing multiple single-player campaign files to interact with the same consistent space, or real multiplayer, wherein 4 players compete and attempt to finish a single run in a single sitting (this, of course, could take upwards of 20 hours...) 

RESEARCH

The application enclosed is a single MUTHRI researcher's best recreation of the factory contents of a single N64 cartridge found at the site of the 2002 McAllen, TX Angelawoods Foster Home Crime Ring Investigation (referred to as "The No-No House" by community members, police off the record, and documents created by members and victims found inside). He was given access to multiple cartridges after his initial findings were responded to on Reddit by a family member of a victim and a police investigator who were both sympathetic to his investigative cause in January of 2026, as well as 2 notebooks salvaged from the complex: 1 kept by a leader or senior member of the ring tallying members' PSY abilities as translated from the data visible on their files when viewed in "System Roster Mode", as well as managing their playtime in general (members constantly played the game in 12 2 hour shifts with a 13th rotating member on standby in case of tardiness or absenteeism), and another, shared by various members of the cult over a hard to ascertain period of time. The second one was a sort of community notebook, and was filled with lists of arrows which must have been used to keep track of movements when players didn't have a navigational item or spraypaint. There were also notes made by members watching players such as "Alicia still doesn't know how to jump over holes" or "Jeremy is still just playing the game."

The game employs strange render tactics, slot machine like movement mechanics, and uncanny representations of nonhuman entities in order to instill a sense of hopelessness in the player. The film effect stack(grain + light leak) combined with crisp but lowpoly graphics creates a somewhat cinematic quality to the final picture that pulls the player in despite the melancholic mundanity of the hellish, claustrophobic world inside. While, functionally, the game was probably used primarily as a note-taking device deciding which members were capable of controlling a RNG with their mind, finding digital needles in haystacks, and defeating their peers directly or by proxy, it seems that, from investigation of all known materials, the members of the group actually believed they were trapping (or "saving" as the leader described it in his notebook) unruly or particularly flighty members into the game for longterm punishment (or "learning"). The leader tried to make his subjects believe that when a child was saved inside the Perfumed Palaces for their learning, their form on Earth would take that of a wooden puppet. This is corroborated by the number of wooden puppets extracted from The No-No House (the same number of members who were not present and never found) during the investigation and subsequent shutdown in 2002. 

Statment from MUTHRI

The reproduction and distribution of this cultural material associated with intentional acts of self-destructive societal, biological, and spiritual deviation is in no way meant to condone or reproduce the actions of involved parties. Any actively demoralizing content is reproduced only for the interest of genuine understanding and insight into the workings of delusional, funerary, and/or semi-consensual/circumstantially-antagonistic living situations. We invite all players to post their investigative review of the content in hopes that we can uncover more of what went on behind those metal walls 25 years ago.