Quite clearly this game is inspired by Papers, Please, but, unlike that game where you're pushed to engage with its themes via the gameplay (the gameplay mechanics force you to make certain decisions on your own), in Deep State, the connection between the theme and the gameplay is more shallow. Like, how does the game push you into establishing more questionable acts and running unconstitutional operations instead of letting you achieve full pacification by having a sufficiently big police force? By making it too expensive to support a large police force? By raising the fear and civil unrest or some other consequences for increasing the police bodycount? Nah, the game literally tells you that there's hardcoded 10% limit of pacification the regular police can achieve, and the only other buttons available are about doing the fearmongering and other kinds of power abuse. Yeah, if the only choice the game leaves me is to be a bad person, it has no moral ground to point fingers at me.
Not that I don't like the game's messages, and I certainly love the aesthetics and music, like you're watching a political thriller movie. And the gameplay as it is at least delivers a good spin on the typical idle game formula, being more of an Oiligarchy than Cookie Clicker