Compare Don't Disturb prices across 50+ stores and find the best deal. Developed by Midnight Party. Published by PQube. Released on 9/1/2016. Available on PC, Mac, Linux. Genres: Indie.

Thirty quiet minutes inside a traditional Chinese afterlife, guided by a dog who loves someone and won't stop looking. Worth every second if atmosphere means more to you than puzzle depth.

My first few minutes with Don't Disturb felt like stepping into a hand-painted scroll that someone had gently animated. The visuals draw on traditional Chinese ink-painting aesthetics, rendered on what feels like paper texture, and the color palette leans into amber, charcoal, and muted blues in ways that feel genuinely considered rather than decorative. This is a small game made by people who cared about one specific thing: the mood of grief, of a creature that does not understand death but follows love anyway. The structure is a side-scrolling point-and-click adventure where you navigate arrow keys rather than a mouse, moving the dog through distinct afterlife areas, talking to spirits, picking up objects one at a time in your mouth, and completing small fetch-and-exchange tasks to progress. There is a maze minigame, a light obstacle challenge, and a late-game moment involving a combination lock. None of it is hard. The puzzles exist to pace the story, not to test you. If you arrive expecting puzzle density or mechanical invention, you will be disappointed. The interaction model is lean to the point of austerity: bump into a glowing object, press space, carry it somewhere else. But within that simplicity, the game builds a coherent world logic around Chinese folklore, the Bridge of Helplessness, underworld gatekeepers with permit demands, souls waiting in limbo, each one a small vignette about loss and reunion. The honest caveats matter here. The English translation is rough in places, with line breaks that do not sit comfortably on screen and some passages that clearly survived only a literal pass from the original Mandarin. A save-file bug has been reported by multiple players, meaning loading mid-game can lose progress. Given the whole experience runs thirty to fifty minutes, losing a save is painful not because of lost hours but because of lost atmosphere. The controls are arrow-key only, no WASD, which feels like an oversight that was never patched. Steam community threads also note occasional soft-locks where required characters vanish from a scene. These are real problems with a game that has not received meaningful post-launch support. And yet, eighty-five percent of Steam reviewers landed positive. I think I understand why. When this game works, it earns something rare: a genuinely quiet emotional beat at its ending. There are two conclusions depending on a single late-game choice, and both of them are gentle. The dog is non-verbal throughout, yet the game communicates devotion through movement and persistence better than most dialogue-heavy games manage with thousands of words. The soundtrack holds the atmosphere together with the kind of understated restraint that smaller games so often reach for but rarely find. If you are someone who picks up a short game the way you read a short story, knowing it will not ask for the weekend but hoping it leaves something behind, Don't Disturb is worth the quiet hour it asks for. If you need mechanical substance or polished localization to stay engaged, the gaps will break the spell long before the credits. Know which of those people you are before you commit. Kai, Scout Team

Don't Disturb
Indie

Don't Disturb

Sep 1, 2016Midnight PartyPQube
GamerScout Says

Thirty quiet minutes inside a traditional Chinese afterlife, guided by a dog who loves someone and won't stop looking. Worth every second if atmosphere means more to you than puzzle depth.

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Screenshots & Media

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About Don't Disturb

My first few minutes with Don't Disturb felt like stepping into a hand-painted scroll that someone had gently animated. The visuals draw on traditional Chinese ink-painting aesthetics, rendered on what feels like paper texture, and the color palette leans into amber, charcoal, and muted blues in ways that feel genuinely considered rather than decorative. This is a small game made by people who cared about one specific thing: the mood of grief, of a creature that does not understand death but follows love anyway. The structure is a side-scrolling point-and-click adventure where you navigate arrow keys rather than a mouse, moving the dog through distinct afterlife areas, talking to spirits, picking up objects one at a time in your mouth, and completing small fetch-and-exchange tasks to progress. There is a maze minigame, a light obstacle challenge, and a late-game moment involving a combination lock. None of it is hard. The puzzles exist to pace the story, not to test you. If you arrive expecting puzzle density or mechanical invention, you will be disappointed. The interaction model is lean to the point of austerity: bump into a glowing object, press space, carry it somewhere else. But within that simplicity, the game builds a coherent world logic around Chinese folklore, the Bridge of Helplessness, underworld gatekeepers with permit demands, souls waiting in limbo, each one a small vignette about loss and reunion. The honest caveats matter here. The English translation is rough in places, with line breaks that do not sit comfortably on screen and some passages that clearly survived only a literal pass from the original Mandarin. A save-file bug has been reported by multiple players, meaning loading mid-game can lose progress. Given the whole experience runs thirty to fifty minutes, losing a save is painful not because of lost hours but because of lost atmosphere. The controls are arrow-key only, no WASD, which feels like an oversight that was never patched. Steam community threads also note occasional soft-locks where required characters vanish from a scene. These are real problems with a game that has not received meaningful post-launch support. And yet, eighty-five percent of Steam reviewers landed positive. I think I understand why. When this game works, it earns something rare: a genuinely quiet emotional beat at its ending. There are two conclusions depending on a single late-game choice, and both of them are gentle. The dog is non-verbal throughout, yet the game communicates devotion through movement and persistence better than most dialogue-heavy games manage with thousands of words. The soundtrack holds the atmosphere together with the kind of understated restraint that smaller games so often reach for but rarely find. If you are someone who picks up a short game the way you read a short story, knowing it will not ask for the weekend but hoping it leaves something behind, Don't Disturb is worth the quiet hour it asks for. If you need mechanical substance or polished localization to stay engaged, the gaps will break the spell long before the credits. Know which of those people you are before you commit. Kai, Scout Team

Tags

singleplayertrading-cardstier:sub-5Chinese FolkloreGrief NarrativeArrow-Key ControlsBranching EndingAtmospheric PuzzlePaper Art StyleSub-1-Hour

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP
Memory
512 MB RAM MB RAM
Storage
400 MB available space
Graphics
OpenGL 1.1 Capable Video with 512MB VRAM
Processor
1.4 GHz
Sound Card
Any

Recommended

OS
Win 7 / Win 8 / Win 10
Memory
4 GB RAM
Storage
400 MB available space
Graphics
Intel integrated graphics 4000
Processor
3.0 GHz
Sound Card
Any

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Game Info

Developer
Midnight Party
Publisher
PQube
Release Date
Sep 1, 2016

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What platforms is Don't Disturb available on?

Don't Disturb is available on PC, Mac, Linux.

When was Don't Disturb released?

Don't Disturb was released on 1 September 2016.

Who developed Don't Disturb?

Don't Disturb was developed by Midnight Party and published by PQube.