The Oink turns a livestock job into existential horror
The Oink turns a 2067 livestock job into an existential horror story, with a standalone prologue planned for October.
The Oink has been announced as an existential horror game set in a 2067 where overpopulation and food shortages have made real meat a luxury. Developer BELOrusb and publisher HYPE GAME LLC have also put the standalone prologue The Oink: Prelude on Steam, with the demo planned for October 2026. 12
The premise is deliberately grim. A company called O Inc has developed cloned livestock, and the player signs a contract to spend several days slaughtering pigs in a picturesque grove. The job begins with an alarm and instructions delivered through a payphone. Supplies arrive in containers on the site, including a knife and, unusually, a gun. 1
That routine is only the surface of the game. Steam describes the prologue as an existential horror story about free will, while the source report says players can explore between shifts and investigate structures whose origins are unclear. The work site also comes with unsettling rules, including an instruction to stop interacting and assume a waiting pose when encountering a particular subject. 12
What we know
The main game is scheduled for the fourth quarter of 2027, while The Oink: Prelude is due in October 2026. The Steam listing identifies the title as a single-player adventure with horror, animals, job simulator and conspiracy tags. It also carries a mature-content warning for the depiction of hunting and killing pigs. 2
The contrast between ordinary workplace procedure and increasingly strange restrictions is the hook. The Oink is not presenting its horror through a haunted mansion or a conventional monster chase; it turns a repetitive contract job into a test of how long the player will follow instructions without understanding who benefits. That gives the setting a clear identity before the full game has even arrived.
Our opinion
The strongest idea here is the collision between bureaucratic routine and existential dread. The payphone, scheduled shifts and supply containers make the player feel like an employee first and a horror protagonist second. That should make every unexplained rule more uncomfortable, because the game can frame danger as another workplace instruction rather than a dramatic warning.
The prologue will need to show that this premise supports more than shock value. If its exploration and unanswered questions meaningfully complicate the player’s contract, The Oink could make industrial horror feel unusually personal. For now, the Steam release gives curious players a short route into its unsettling world, while the full game remains a 2027 prospect.