A flesh-eating fungus slowly consuming a body while its host obsessively climbs an apartment building gives MOLD RISE an unusually coherent marriage of mechanics and theme. Its staggering first-person movement, filthy environments, grotesque sound design, hallucinations, and deliberately tedious errands all reinforce the sensation of a person being overtaken by something inhuman. The discussion is especially effective when explaining how the game's resource pressure supports that idea: money, food, medicine, elevator rides, and information all compete for limited time while the infection continues advancing.
That mechanical analysis becomes more interesting when paired with Pathogenic, a twin-stick roguelike that reverses the perspective by making the player the invading organism. The explanation of external and internal slots, cellular components, organ-based stages, and repeated runs makes clear why the biological setting is more than decorative. The creator is also appropriately cautious about scientific accuracy, explicitly noting that some components appear fictional rather than presenting the game's biology as educational fact. His larger argument—that repeated roguelike experimentation feels particularly appropriate when framed as an infection adapting to its host—is persuasive on the level of game design.
The connection between the two games is strongest when repetition itself becomes the subject. Failed MOLD RISE runs leave the player with knowledge that makes subsequent attempts more efficient, while Pathogenic encourages new cellular configurations until one succeeds. The comparison gives the essay a clear conceptual backbone: neither infection needs hatred, intention, or conventional villainy because persistence and adaptation are enough. That observation also provides an interesting explanation for why playing as something destructive can remain compelling—the player's familiar urge to progress effectively becomes the organism's instinct to survive.
From there, the scope expands substantially, moving through The Last of Us, Resident Evil, Hollow Knight, Dark Souls, and Gareth Damian Martin's games. Some of these examples are more developed than others, but the section on Martin's work provides the richest extension of the argument. Fungal life becomes not merely horror imagery but a metaphor for interconnectedness, alternative forms of survival, adaptation, and even collective consciousness. That contrast keeps the essay from treating infection as inherently sinister and gives its recurring mushroom imagery more thematic range.
The real-world biology is intriguing but requires more caution than the game criticism. The creator references an E. coli evolution experiment, warming temperatures potentially changing fungal tolerances, and the persistence of Candida auris, but these scientific claims are largely summarized rather than developed or substantiated within the presentation. They function effectively as thematic bridges, yet the essay is considerably stronger when analyzing game systems directly than when using biological research to support broader parallels.
The final turn toward incremental games and the wider industry is ambitious. Bills Must Be Paid provides an effective example because its loop of smashing piggy banks, earning currency, upgrading equipment, and generating still more currency strips progression down to an unusually visible feedback cycle. Comparing that compulsion to infection leads into a broader criticism of games designed for indefinite engagement and the familiar problem of players optimizing enjoyment out of their own experience. The metaphor occasionally stretches too far—biological infection, roguelike persistence, fungal interconnectedness, compulsive optimization, and commercial engagement design are meaningfully different phenomena—but the creator acknowledges his own attraction to these systems rather than presenting the issue as simply developers manipulating passive players.
Pros
- MOLD RISE and Pathogenic are analyzed through specific mechanics rather than merely their biological imagery.
- The comparison between roguelike repetition and an adapting pathogen creates a strong thematic connection between otherwise very different games.
- The creator appropriately distinguishes Pathogenic's fictionalized biology from actual science.
- Fungi are explored as symbols of both destruction and interconnected survival, giving the essay more nuance than a straightforward infection-as-horror argument.
- Bills Must Be Paid provides a clever bridge from fictional infection to questions about repetitive progression and player behavior.
Cons
- Real-world scientific examples receive less explanation and support than the game-design analysis surrounding them.
- The infection metaphor becomes increasingly broad as it expands from biological horror into optimization, incremental games, commercial engagement, and industry-wide design practices.
- Several established games are mentioned only briefly, making part of the middle section feel more like a catalogue of examples than sustained analysis.
- The lengthy Nebula promotion substantially extends the ending after the central argument has already reached its natural conclusion.
A pair of grotesque games about invading organisms develops into a thoughtful examination of persistence, adaptation, compulsion, and the player's own drive to keep progressing. The biological metaphor occasionally carries more argumentative weight than it can comfortably support, but the detailed game analysis and willingness to explore both the disturbing and strangely beautiful sides of fungal imagery make the essay consistently engaging.












