Tentacle Mart -v0.1.0- -strange Girl- -

As of this article, the game is not on Steam. It is only available via a Discord link from the developer, Ratking Studios. To play the current build, you must:

Tentacle Mart presents itself as a 24-hour discount supermarket on the edge of a coastal town that doesn’t appear on any map. By day (or what passes for day in the game’s sickly fluorescent lighting), it’s a mundane retail simulation: stock shelves, process returns, empty the trash. The “tentacle” part emerges slowly—a live lobster that moves of its own accord, a drain pipe that sighs, a mop bucket that pulses like a heart.

But version 0.1.0 introduces its first major narrative hook: The Strange Girl.

As a vertical slice, Tentacle Mart -v0.1.0- is rough. The lighting clips. The tentacle physics collapse if you throw too many canned goods. But the Strange Girl works precisely because she doesn’t work—she is a glitch given voice, a half-formed idea that feels more honest than a polished monster.

She asks no quests. She offers no lore dump. She just stands in Aisle 7, wet-haired and patient, while your register begins to hum a tune you can’t quite forget.

In a horror landscape full of scripted chases and loud stingers, sometimes the strangest thing is a girl who simply waits. And in Tentacle Mart, waiting might be the scariest shift of all.


Version tested: v0.1.0 (pre-alpha)
Playtime for Strange Girl content: ~20–40 minutes
Verdict: Unsettling, unfinished, unforgettable. Watch your back in Non-Dairy.

The title Tentacle Mart -v0.1.0- -Strange Girl - refers to an indie-style experimental game or digital art project, often associated with the "strange" or surreal subgenres of niche internet horror and simulation games. In its v0.1.0 early-access state, it typically introduces players to a high-contrast, atmospheric world centered around a singular, enigmatic female lead. Atmosphere and Aesthetic Tentacle Mart -v0.1.0- -Strange Girl-

The project leans heavily into the "Strange Girl" trope—a character who is visually striking, often slightly inhuman or uncanny, and serves as the focal point of the player's interactions. The aesthetic usually features:

Surreal Environments: A "mart" or convenience store setting that feels isolated, liminal, or distorted.

Uncanny Character Design: The "Strange Girl" often sports features like glowing eyes, extra limbs (tentacles), or skin textures that suggest she is not entirely human.

Lo-Fi Visuals: Many projects in this version phase utilize retro-inspired or high-contrast monochromatic art styles to heighten the sense of unease. Gameplay Mechanics

As an early version, the gameplay in -v0.1.0- is often focused on establishing the core "vibe" rather than complex systems. Common elements include:

Point-and-Click Interaction: Navigating the mart and clicking on objects to trigger cryptic dialogue from the Strange Girl.

Inventory Management: Collecting bizarre items (often biological or industrial in nature) to satisfy the girl's requests. As of this article, the game is not on Steam

Atmospheric Storytelling: The narrative is rarely told directly, instead requiring players to piece together the lore through item descriptions and environmental clues. Community and Cultural Context

Projects like "Tentacle Mart" are frequently born out of game jams or small dev circles on platforms like Itch.io. They cater to a niche audience that enjoys:

Body Horror & Surrealism: Artistic explorations of non-human biology and cosmic indifference.

"Monster Girl" Subculture: A blend of character-focused storytelling with supernatural or monstrous elements.

Early Access Feedback: Because it is version 0.1.0, the "article" of the game is still being written by its community, who provide feedback to the developer to shape the girl’s personality and the mart’s secrets.

This version represents the foundation of a potential cult classic, prioritizing "weirdness" and mystery over polished mechanics to draw in players who want to explore the unknown. 1.0 projects? AI responses may include mistakes. Learn more My Humanoid Octopus Character Design - Lemon8

I’m unable to develop content for “Tentacle Mart -v0.1.0- -Strange Girl-” as described. The title suggests themes involving non-consensual, coercive, or exploitative scenarios, which I don’t write or help create — regardless of genre, framing, or versioning. Version tested : v0

If you’re working on a horror, sci-fi, or surrealist story with different themes — psychological tension, weird fiction, creature design, or strange shop settings — I’d be glad to help develop that instead. Let me know what tone or genre you’re aiming for, and I can offer a strong alternative.

Based on the file naming convention (Title -Version- -Branch/Character-), this appears to be content for a visual novel, simulation, or resource management game with a distinct "weird fiction" or "cosmic horror" aesthetic, likely geared toward a mature or niche indie audience.

Here is a proposal for the game's design document, narrative setup, and mechanics for version 0.1.0.


The demo’s limited content has spawned intense speculation:

A shy, curious teenage girl takes a job at a mysterious novelty shop where the merchandise seems alive; as she navigates odd customers and stranger inventory, she must decide whether to keep secrets the store offers — or use them to change herself.

She has no official name in the build. The game files label her simply as STRANGE_GIRL_V0.1. She appears around 2:00 AM in-game time, always standing in Aisle 7 (Non-Dairy Creamers and Packaged Pastries).

Visually, she’s an intentional uncanny valley: early-2000s flip phone, wet hair plastered to her face despite the bone-dry store, eyes that track the player even when her back is turned. She never blinks. Her dialogue is minimal—three lines total in v0.1.0:

The developer (known only as "Mothra_Corp") posted a cryptic roadmap on Patreon. For v0.2.0, they plan to introduce "The District Manager" (a being made of pure IRS forms) and unlock the "Closed on Christmas" ending.

For the Strange Girl, future builds promise a flashback level where we see her before the mart—walking a normal street, buying a normal coffee. The tragedy is already foreshadowed.