Mutilate a Doll 

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Players start in a sandbox that holds only a ragdoll and scattered objects. They pick up tools or weapons to move it around. They drag its limbs, fling it across the floor, or pin it in place. There’s no set mission or story to follow. Every attempt counts as an experiment.

The object list stretches from basic balls to makeshift crates and then on to firearms or blast charges. Each weapon or tool obeys a physics engine. Collisions feel solid and momentum pushes the ragdoll in real ways. That sense of realism sparks fresh ideas for new setups.

Visuals keep everything bare. The ragdoll appears in plain form and the background stays empty. That lack of polish directs the eye toward each move and impact. Scenes can turn intense so players should tread carefully. Some players use it to unwind or test force and motion under a stark lens.

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