Like many of the Back Garden Spring Thing games, this is a demo for a much longer game in the future.
As in Bez's other games, the writing here is well-done, and the characters are well-defined with distinct personalities (for me, at least). The audiovisuals were excellent, although I didn't see any easy way to mute the music (for, for instance, taking a phone call while playing).
The idea is that you work at a store in the background of Cyberpunk 2077 (a game I have never played, so I may be missing some nuance here). You have a boss that literally monitors your thoughts and docks your pay when you step out of line.
I feel like the game suffers in how its message translates into interaction. The game has a good message which is completely reasonable (the use of surveillance tools by employers and other features of a police state are bad). But sometimes it feels like the game looks like it offers a choice but not really; your character is asked about your feelings but you are also told your feelings. I feel like it might be better to have one or the other: have no choices about how you feel but a lot about your actions (the way Howling Dogs or their angelical understanding does), or allow choices about how you feel and let the player stick with it, even if the consequences are dreadful (like Lore Distance Relationship). As one older author wrote, you can't act unless you're enticed by two contrasting things, the sweet and the bitter.