Do Not Feed the Monkeys casts you as a new member of the Primate Observation Club, a shadowy group that watches strangers through surveillance cameras and compromised webcams. The subjects are called “monkeys,” and the club’s rule is clear: observe them, but do not interfere. That premise gives the game its uneasy tension, turning private lives into material for investigation while making the player’s own choices part of the experience.
Observation is more than simply watching. The club asks you to analyze the information you gather, while its forbidden boundary invites tempting alternatives: help the people you spy on, extort them, expose them, or sabotage their dreams. The source also describes a PC within the game, a playful recursive touch that places computer use inside the surveillance setup. Together, these details frame the design around attention, interpretation, and the consequences of choosing whether to act.
Listed as a single-player game, Do Not Feed the Monkeys is structured as an individual encounter with its surveillance-and-choice premise rather than a shared multiplayer activity. Its appeal lies in weighing the club’s instruction against the urge to meddle, as ordinary observation can become a decision about someone else’s fate.