Watermelon Kingdom is a game about anti-manipulation and spiritual redemption. It centers on two dogs and uses two contrasting worlds to mirror the struggle between authenticity and control.
Character Contrast
Iron, the Mechanical Dog
Once a real dog, he was captured and transformed into a cold mechanical pet. Players will watch his mask gradually crack and fall off, witnessing his journey back to his true self.
Tongtong, the Real Puppy
A genuine puppy torn between forced control and holding onto her identity, Tongtong falls into depression. Through gentle, non-directive companionship, players help her heal and rediscover her true spirit.
World Contrast
Watermelon Kingdom
A vivid, dreamlike world filled with warmth and wonder — a paradise like a whimsical theme park with watermelon slides, seesaws, and gentle sunlight. Here, Tongtong can walk upright, read, drink tea, speak, and think like a person. She is accompanied by her guardian Xinjiang, where truth and freedom belong.
Digital Pet Training Camp
A cold, futuristic, technological facility where all pets are turned into perfect, obedient machines. Every day is identical, filled with rigid training and total conformity.
Story Introduction
When Xinjiang disappears from Watermelon Kingdom, Tongtong is taken to the Digital Pet Training Camp by Iron and descends into deep depression.
Players must accompany and comfort Tongtong to help her recover. Along the way, they will also witness Iron’s gradual transformation. In the end, players will escort both Tongtong and Iron back to Watermelon Kingdom, where they are finally reunited with Xinjiang.
The story unfolds through a dual-scene narrative:
The Digital Pet Training Camp serves as the main gameplay interface, while fragments of Watermelon Kingdom appear as warm memories. By contrasting the bright, genuine beauty of Watermelon Kingdom with the cold, rigid control of the Digital Camp, players will deeply feel Tongtong’s pain and depression, and be moved to help her.
Game Purpose
This game is for anyone who wears a perfect mask in life.
It speaks to those who feel manipulated, trapped in depression, and convinced something is wrong with them.
Its goal is to help people rediscover their true selves and reclaim their lost confidence.
Currently, we are tackling a core design challenge: how to translate the concept of 'Non-directive Companionship' into game mechanics that are both engaging and perceptible. It's a fascinating puzzle, and we'd love for you to share any games or ideas in the comments that you think might inspire us!