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A Visit to the Human Resources Administration, by Jesse
Aw, SNAP!, October 11, 2025

As the title suggests, the game takes place at the Human Resources Administration (HRA) in New York City. You are an alien sent on a mission to sign up for SNAP, also known as the Supplemental Nutrition Assistance Program, as part of your studies on human culture. Disguised as a human, you hope to see how SNAP helps people dealing with food insecurity!

Or at least how it’s supposed to help people.

Gameplay
The game takes place in a waiting room where we follow instructions on applying for SNAP. There are no puzzles. As the player we primarily observe the bureaucracy involved as we navigate a kiosk, dismissive staff, paperwork, and a line of people.

Our protagonist has the ability to “freeze” their surroundings in a temporal bubble of green light, rendering everyone and everything frozen in time. This is done to take notes and make observations before returning to reality.

I want to give this game a higher rating. Its exploration into its subject matter is strong, but as a game it ends too abruptly. The turning point happens after we’ve submitted our paperwork.

(Spoiler - click to show)

The protagonist freezes their surroundings to take more notes only to realize that one human isn’t frozen. Understandably, said human freaks out when they see everything in a glowing, frozen state. To stall for time until backup arrives, the protagonist reveals themselves to be an alien who traveled to Earth to study humans.

The human expresses anger at the soulless nature of HRA and is offended when they notice the protagonist taking notes on their anger. Backup arrives, and the human is seemingly neutralized. The game ends.

We don’t even get a chance to receive the benefits we applied for. It feels like the protagonist’s mission is only getting started.

Story
Rather than focusing on a plot, A Visit to the Human Resources Administration strives to highlight the bureaucratic inadequacies that hinder obtaining social services such as SNAP. And it does an effective job at this.

For example, if you choose “Sarah Traballano-Williams” as your human name, you discover that the kiosk does not have a key for the dash symbol. A staff member says it’s okay to omit it… only for this to clash with the application process several minutes later.

"Your name in the paperwork says Sarah TraballanoWilliams, one word, and your ID says Sarah Traballano DASH Williams. Your name needs to match."

One small snag that can setback your progress. And what about needing to show a photo ID to apply for a new photo ID because your old one got stolen? This is the reality people face in real life.

The game points out that humans’ need to eat does not get put on hold until you fill out paperwork (again), reenter your info online (hopefully you still have access to a computer and internet connection), and possibly wait three to five business days for such and such to be processed and approved.

And what happens if, “sorry, the system isn't working right now?”

When the system fails, struggling people have to contort themselves and navigate unnecessary obstacles to make up for this failure.

SNAP
What initially drew me to this game was its coverage on SNAP.

I have never experienced food insecurity. However, I became aware of SNAP when I participated in a volunteer/learning program that included the “SNAP Challenge.”

In this challenge, we went to different stores and filled a cart with what we would buy if we were on SNAP. We then compared the hypothetical groceries from each store to see how one’s choices were affected by pricing and item availability. A common question was "do I buy higher quantities of food with lower nutritional value, or do I buy less food- and therefore have less to eat- but with better nutrition?" How would this factor in if you had a family to feed? Or lived in a food desert?

It was eye-opening. And yet, I still have a lot to learn.

Now, I thought that the game would portray some of that. Instead, it’s merely on applying for SNAP. And that suits the game’s purposes just fine. Besides, we end up applying for Cash Assistance instead (since the system isn’t working right, we’re told). I’m just curious at what observations the protagonist would make if they had a chance to purchase food with their newly acquired benefits.

Further discussion
The author, a social worker, offers some powerful takeaways that are discussed at the end of the game. Studies can reduce vulnerable people (such as those dealing with food insecurity) into data points. This quantification distances research from the realities endured by its subjects, and we see fragments of this with the game’s protagonist.

In a way, there’s a systemic suspicion towards individuals who apply for help, a default assumption that you’re trying to exploit the system… until you jump through every hoop to demonstrate otherwise. People need to eat. You don’t need studies to prove that.

If food is central to human existence, why are the machines to get SNAP lacking basic functions such as a working text interface?

Questioning the legitimacy of programs (and committing to them) that help reach the objective of no one going hungry makes little sense.

Characters
Initially, I was expecting a story where an alien finds themselves on Earth and must receive benefits to survive. The game takes a different route by using an alien PC sent to Earth on a mission. They don’t actually experience food insecurity firsthand. I do think the investigative approach of the protagonist’s mission and their status as a being from another world allows us to examine SNAP and its infrastructure with a more neutral, straightforward manner. The player is made more aware of real-world issues.

However, the most compelling aspect of this game is how it considers the protagonist’s actions as being potentially problematic. They choose to participate in these missions because they want to "experience alien cultures directly." They are well-meaning and make the vital observation that for a system that is meant to help people, it is not designed with this objective in mind.

(Spoiler - click to show)

But our final interaction with the enraged human shows the protagonist processing the situation with a clinical detachment that is noticed by the human. Once the human has been subdued, the game even ends with the protagonist exclaiming, "What a fantastic day! I can't wait to write all this up."

The human’s sharing of their own experience is received as a point of curiosity rather than recognizing the human’s individuality that goes beyond their need for assistance. The protagonist may feel for the human, but they seem more interested in gathering information for a report than anything else. This can be a parallel to studies conducted in real life.

The game also name-drops some of the protagonist’s colleagues, but they have no greater effect on the story.

Visuals
Keeps it simple. It uses the default Twine appearance of a black background, white text, and blue links. Everything is easy to read and neatly spaced.

Final thoughts
I'm glad this game exists. It's an equal blend of light-heartedness and seriousness to convey important ideas about food insecurity and the bureaucracy that gets in the way of addressing it. Plus, the alien character adds flair.

As a social worker, the author brings valuable insight to this game, and I enjoyed their concise yet descriptive writing. They nailed the bathroom scene with its dwindling liquid hand soap and germy hand dryer.

I do wish the game was longer (or at least less linear) and allowed the player’s choices to have a larger impact on the story’s trajectory. That way, we have a chance to see the impact of our choices. And what’s up with (Spoiler - click to show)Skrzyyyyt? The protagonist doesn’t seem to like them.

Nonetheless, A Visit to the Human Resources Administration is well worth your time.

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Hobbiton Recall, by MR JD BARDI
Play as a hobbit… in VR. Somehow., October 9, 2025

The Hobbit… and Total Recall. Combined. I wonder why the author picked these two works out of countless other options.

As the title suggests, Hobbiton Recall is a sci-fi/fantasy mashup featuring elements from both The Hobbit and Total Recall. It’s an ambitious work with a mix of strengths and flaws.

Also, I have been unable to finish it, so I’m going to wait on assigning it a rating.

We are David Crow. The game begins with David having a nightmare about being a hobbit on a quest in a place called Hobbiton. He wakes up. It’s time for work.

NOTE: The game flip-flops between Hobbiton and Hobbington. I’m not sure if this is a misspelling or if there are two separate places, so I’ll default to Hobbiton in this review.

Story
I’m going to break from my usual review structure and discuss the story first.

Story (as I understand it)
This is about the story I encountered up until I stopped playing.

The story kicks off at Fallows Toothpaste Industries where David works with his friend, Mike. Mike reveals that he spent the weekend in VR at a place called Rekall and recommends the experience to David. After a lengthy puzzle about (Spoiler - click to show)delivering a urine sample, we go to Rekall’s sleek facility and end up in a VR chair.

(Spoiler - click to show)

Except the VR fails to start. You lose consciousness and wake up in the hospital.

Upon leaving the hospital, you run into Mike who is miffed that you attempted to visit Hobbiton through VR. Really miffed. He tries to kill you. You kill him first and return home only to overhear Mavis plotting to kill you. First your “friend,” now your wife!

The phone rings in the bedroom. A voice tells you to access a tunnel inside the wardrobe. It takes you to Hobbiton! The syringe of mystery fluid injected into your brain worked, and you’ve been in a virtual world ever since you sat down in a VR chair at Rekall…

…at least that’s what the dungeon scene suggests. Or am I wrong about that? It’s confusing.

Oh, and the characters in Hobbiton don't recognize you as David Crowe, a human jerk. Instead, you are Baldo Biggins, a hobbit. Just like your dream! The rest of the gameplay, as I am aware, consists of fulfilling a task given by Randalf the Wizard himself.

Randalf explains that Tom Fallows (of Fallows Toothpaste Industries) came along one day and acquired every toothpaste factory in Hobbiton, jacking up his prices so no one can afford dental hygiene products. Ever since, dental hygiene in Hobbiton has been horrendous.

Randalf’s quest for you? Journey to the lair of the toothpaste dragon to bring back affordable toothpaste for everyone.

Thoughts on story
The Hobbit and Total Recall. Still grappling with that pairing…

Unlike Total Recall, I only have a faint understanding of The Hobbit (I’m a sci-fi fan). It seems that the plot follows that of Total Recall while the content (characters, locations, etc.) borrows from The Hobbit.

Despite my familiarity with Total Recall, I had to revisit it to refresh my memory before I could pinpoint how it’s featured in Hobbiton Recall. Some parts were obvious.

(Spoiler - click to show)

In Total Recall, a construction worker on Earth seeks implanted memories of being a secret agent on Mars. David, a toothpaste factory worker, has dreams about being a hobbit in Hobbiton. He seeks to recreate this in VR. The implantation/VR goes wrong, and the protagonists are betrayed by both their friend and wife which reveals the protagonists’ identities to be manufactured to hide a deeper truth.

They also name Rekall and have Melina as a love interest. She’s an elf in the game, though.

However, some of the plot twists from Total Recall were harder to pinpoint in Hobbiton Recall, because of how saturated the gameplay is with Hobbit-themed content. I become so accustomed to the characters talking about Randalf’s quest and the toothpaste dragon that I forgot that the game was supposed to be a parody of Total Recall.

What’s clear is that both involve an antagonist who has a monopoly on a resource. In Total Recall, it’s minable ore instead of toothpaste. It’s harder to take it seriously when it’s toothpaste.

I was hoping for more sci-fi elements. The closest we get is when we visit Rekall’s shiny skyscraper for a VR experience. That, and a vaguely cyberpunk scene in a nightclub. Of course, I haven’t finished the game, though I have a feeling that it’s only going to be more hobbit stuff.

In other words, Hobbiton Recall captures the storyline of Total Recall but not its essence. Its focus on hobbits, elves, (Spoiler - click to show)Randalf, and a (Spoiler - click to show)toothpaste dragon only makes it more confusing.

Gameplay
Overview
Hobbiton Recall is made with Gruescipt, a system that has been described as a parser-choice hybrid or pseudo-parser. You don’t use a keyboard, only clicking, but the commands are ones that you would input in a parser game.

In this case, the player makes gameplay choices by clicking on pink tab-like buttons. The screen lists the characters, objects, and scenery that you can interact with. Beneath is a section for your inventory.

You're holding:
A can of Insect-Be-Gone (empty) [spray] [drop]

You're wearing:
clothes [remove]

Clicking on an item in the inventory lists the possible actions you can take with it, including combining it with another item in your possession.

There are some rough patches. (Spoiler - click to show)You can retrieve the plate of sausages from the table in Norbit’s cabin repeatedly even after you eat them. Similarly, if you remove the gold pen from Tom’s desk and then revisit the desk, the pen is teleported from your inventory and back into the desk. Chests, containers, and other structures are listed as being closed when the player had already opened them (and vice versa).

I don’t mean to be ungrateful or dismissive, but it frustrates me when authors half-commit to their hint guides, as is the case with Hobbiton Recall. To be clear, I don’t expect hints to necessarily cover every bit of content. I do expect them to at least aid you to finish the game in some form. Especially with a lengthy game like Hobbiton Recall.

Currently, the provided hints are merely for the first itty-bitty sliver of gameplay. It’s not like “once you get past the dog, you’re halfway there.” Oh no. You’re in for hours of gameplay with no guidance. It was almost as if the inclusion of a walkthrough on the game’s IFComp entry was meant more to dash my hopes of completing the game than guiding me. Plus, hints would be helpful because it’s possible to reach unwinnable states.

For example, I caused an unwinnable state because I failed to acquire an object before its location was made inaccessible. I neglected (Spoiler - click to show)to take the rizla paper at the tobacco store when the shopkeeper turned his back. When I set him up with the elf from the cattery, he leaves and closes the shop. As a result, I had no way of making the spliff to get the protestors to leave.

Fortunately, I saved regularly as I played. I knew (hopefully) what I missed and where to restore a previous save.

My experience
As I mentioned at the start of this review, I have been unable to finish the game. After 4+ hours, I figured, what the heck, time to proceed with the review.

In case anyone is curious, this is as far as I went with my quest:

(Spoiler - click to show)

I’ve made it to Tom’s palace.

I have the mysterious box from Norbit, the book of matches from the scullery maid, and a badminton racket. Additional inventory items that may(?) no longer serve a purpose include a squeezy bottle, elf bone, magazine, cell key, and empty machine gun.

I know that you can A, spike the lemonade with the red pill and B, leave the palace by hiding in a wine barrel in the basement so the butler drops you through the trapdoor, taking you to a new area where you can reach the dragon’s cave (once you do this, you are unable to return to the palace).

The only lead I have is beating Tom at badminton. He says we can leave if we win. However, he always wins. He also doesn’t like lemonade.

I think I would be interested in revisiting, given enough directions.

Characters
David Crowe is a difficult protagonist to root for. It sucks that he gets (Spoiler - click to show)betrayed by his wife and friend, but he was a bit of a misogynistic jerk to begin with. He shows little compassion for his wife and mocks women in general.

You are in the shed. This is where Mavis comes to have a little cry when she's having one of her 'episodes'.

Heck, he gets annoyed when his tired wife yawns. At least he’s not Gobbo.

> shoot gobbo
Without hesitation, you squeeze the trigger. Gobbo’s tiny body is ripped apart by a hail of bullets.

He slams into the rockface with a sickening *splut*, then slowly slides down, leaving a long, wet, red smear.

I don’t have time for Gobbo’s riddles. No one calls me a sexy hobbit.

Anyway, I have yet to see David undergo any character development, but he’s going to have to make major changes if he wants any fans from players. As for the NPCs, some are more memorable than others. None of them stand out as spectacular but they inject humor into the gameplay.

Also, I can’t believe the game allows you to (Spoiler - click to show)kill Norbit. What an awful thing to do. At least he doesn’t have to worry about his back anymore.

Visuals
Hobbiton Recall features art for most of its locations, and it’s all A.I.-generated. Overall, the graphics are serviceable but forgettable. They illustrate scenes in a generic way. I never felt that they pulled me into the story’s world although I don't think they detract from the game, either. The stylization reminds me of an Adventuron game.

The beginning of the game starts with an animated starfield which was cool.

Final thoughts
How do I feel about this game? Like skateboarding down a smooth road with potholes. It’s an enjoyable ride until you fall and scrape your knee and wonder if it’s worth continuing. And you’re likely to continue, but those potholes really put a dent in the experience.

Taking Total Recall and swapping out its characters and locations for magical alternatives does not work as well as the author may have hoped. At minimum, the delivery needs work.

And while the puzzles are decent, it becomes increasingly difficult to foresee when you might render the game unwinnable, taking away from the player’s enjoyment of the story. More thorough hints would be appreciated. That said, I liked the feeling of going down a rabbit hole and the notion of peeling back a protagonist’s reality only to realize it’s concealing the truth.

And I can’t deny the game’s wittiness. The literal red herring in the fridge was clever. I also found it somewhat amusing how examining the portable bathroom outside the hotel gives us three full paragraphs of description as if copied from a product manual.

…a self-contained, temporary sanitation unit typically found on construction sites and at outdoor events. Constructed from lightweight, durable polyethylene… etc.

The more you know.

To conclude, give Hobbiton Recall a try because it has its fun parts. But don’t feel too bad if you can’t finish it.

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[EXTERNAL COMMUNICATION], by DOMINO CLUB and Em Reed
A recipe for transcendence, transhumanism, and trying the unknown, October 5, 2025*

(edit: spoiler tag fix)

EXTERNAL COMMUNICATION: Use caution when opening attachments, clicking links, or responding.

Inspired by Tabitha’s recent poll, “Underrated (literally) games,” I’m taking a break from reviewing IFComp entries to share this game since I was already in the process of writing a review for it.

This is also an analysis-heavy review so get ready!

Tiny cafés are a staple in urban settings. They serve as meeting places, provide wi-fi, and of course, you can always get a bite to eat. And yet, they can feel soulless and devoid of life even if every table is occupied. People trudging along their daily shuffle without energy or passion or human connection.

Pauline Yael, our protagonist, dreams of starting an art café that will inject patrons with a zest for life and facilitate community through the arts, noticeboards, and of course, food.

3D-printed food.

Gameplay
The game begins by congratulating you on your purchase of a CookEasy 800 Pro™ which will surely make you a successful café owner.

[EXTERNAL COMMUNICATION] is linear and story driven. Gameplay is conducted by clicking on links in text boxes that pop-up in response to clicking on said links. There is only one puzzle (discussed further in the Story section) which involves (Spoiler - click to show)buying and combining the right combination of printer solution.

And if the game tells you to write something down, WRITE IT DOWN.

A big weakness is that the game does not allow you to save. Restarting and clicking dozens of links to reach the part that you want to revisit is tedious after one or two playthroughs. It detracts from the replay value and may discourage players from finding every ending.

Not being able to save is especially frustrating when it’s possible to put the game into an unwinnable state by losing the box with the link needed to progress the gameplay AND losing the box that came before it. Also, the main boxes on the center of the screen are immovable, which was a problem when a crucial box got stuck behind it.

One helpful alternative to a save function would be to make it so the player can play the game once and then unlock an option to skip ahead on their next playthrough, perhaps when Fyodorov- I’ll get to him in a minute- shows up. But going through the whole intro all over again gets tedious when you just want to get to the meat of the gameplay.

Story
Background
Pauline’s vision always seems to be right around the corner. Right now, she has a café, but surely it will soon become an art café, just as she envisioned. Then, one day, her machine ceases to work. A news article explains why:

Nibbl LLC Declares Bankruptcy, Ending Support for its Line of Popular Culinary 3D Printers

In other words, printer solutions and proprietary software for anyone with a CookEasy 800 Pro™ are no more. The machine is useless, a “mute obelisk.” Until Pauline’s tech-savvy nephew, Greg, comes to the rescue.

Greg introduces her to the world of biohacking and jailbreaking. Pauline is surprised to learn that not everyone has been using their food printers for food creation. Biohackers have tinkered with their CookEasy 800 Pro™ (now technically OpenCook 800) to use it in ways beyond what they were manufactured for.

…overworked mothers and motherly cafe managers were alike were having to figure out the nearest food-grade bioscaffold they could order from industrial lab supply catalogs to load through a funnel into the modified proprietary hoppers...

He shows her how to run her printer on an open protocol, allowing her to join a community of business-minded tech users that now download recipes from the internet (instead of only using company-approved ones) and experimenting with printer bioscaffold solutions to print even more possibilities.

With just a bit of guidance from Greg, Pauline is back in action. He does, however, warn her to avoid any recipe-related emails in her spam box. She agrees. Then one day, she gets an unexpected spam message from someone named Nikolai Fyodorov.

Spoilers!
The story centers around this email from Nikolai Fyodorov, (Spoiler - click to show)a digital ghost contacting Pauline via her printer's email.

(Spoiler - click to show)

Nikolai Fyodorov
Nikolai Fyodorov is not a fictional character. He was a Russian philosopher who was born in 1829 and died just at the start of the 20th century.

Fyodorov founded the cosmism movement which sought to realize humanity's "cosmic destiny" through the intersections of science, religion, and metaphysics. This included establishing a unified worldview shared by humanity that would drive our efforts to pursue immortality and further explore the universe. These philosophies would later become a precursor to transhumanism, a belief that technology can and should be used to extend the human lifespan and enhance quality of life.

He focused on life extension, immortality, and challenging the permanency of death. A key principle he embraced was called the Common Task which argued the importance of working collaboratively to remove the barrier between the living and deceased. To make death obsolete so all of humanity can be reunited. The Common Task also forms the backbone of the game's story.

His Proposal
Somehow, despite having died over a century ago, he transcended in a way that allows him to contact Pauline through her printer. He wants her to help him with the Common Task.

[email protected] #EXTERNAL# Hello Dear Friend - I understand we d 4:21 AM

Pauline is pretty sure this is a scam, but she’s curious, nonetheless. The way he writes is more eloquent and sincere than your typical scammer and her lack-luster life as a struggling business owner have made her desperate for meaningful human interaction.

He claims that he knows how to return to the physical world by being printed with Pauline’s CookEasy 800 Pro™ which, after all, can supposedly print non-food items. His plan is for her to print a physical body for him, allowing him to share his insight with the world and take the first step forward towards fulfilling the Common Task.

As I mentioned earlier, there is only one puzzle. That puzzle is making sure you (Spoiler - click to show)follow his instructions to the letter. Your success in doing so determines the ending.

Because there is no way of saving the game, here’s a tip: If you want the best ending, make sure you (Spoiler - click to show)get the Medical Grade (MG) Stratasis, not the Food Grade (FG) Stratasis. It’s meant to trip the player up. Remember, we’re printing a human body here.

Endings
There are three endings. (Spoiler - click to show)Success, partial success, and failure.

After spoiling much of the story, I am hesitant to spoil the endings as well, so I won’t go into detail. I will say, I found the (Spoiler - click to show)partial success to be kind of dorky. The game's description describes itself as "creepycozy," and while I was hoping for more of the creepy side, it does lean closer towards cozy. That said, the (Spoiler - click to show)success ending was rather eerie.

Also, I wish the (Spoiler - click to show)success ending had more of an epilogue, though I cannot deny it ends on a suspenseful note, leaving it up to the player’s imagination on what will happen.

Characters
To supplement what I’ve already shared about the characters, I will use this section to provide further reflection.

Fyodorov
I understand that Nikolai Fyodorov’s character portrayal is abstract. We’re supposed to take it at face value and not chew the little details.

(Spoiler - click to show)

Our objective of printing a human body out of a machine designed for food is summarized as "reensoulling a resurrected body from the panpsychic ether of atomic-level consciousness." I’ll admit, it took time for me to piece this all together.

Fyodorov is a believer in panpsychism, the notion that all types of matter contain consciousness, and that the concept of the mind is interwoven with the fabric of reality itself. It also explains Fyodorov’s continued existence. As the game puts it, panpsychism “seemed to be the mechanism by which Fyodorov could intermittently communicate with her, even over 120 years on from his seeming death,” and he explains this concept to her.

However, it can get a bit too abstract to follow. Like when the game says, “he still made sure to greet her every time the atoms aligned somewhere, well enough, that his consciousness could travel out into the world.”

By “greet her,” are we still talking about sending her emails? I think the game starts to overly rely on hand waving without giving the player a chance to absorb what’s going on.

Then again, maybe we’re not supposed to fully understand it, allowing us to experience these developments like Pauline does: exhilarated, confused, yet willing to make a leap of faith because, why not? I think it’s safe to say that he is not merely a digital ghost. I suppose the meaning of the word “external” in “[email protected] #EXTERNAL#” and the game’s title refers to communication from an external source outside of physical reality and the digital realm.

Lastly, I am curious to know why the author chose Fyodorov, specifically, to be the person who contacts our protagonist. I wonder if there were other candidates under consideration. After looking at the illustration of Fyodorov shown in the game (taken from Wikipedia), I have a really hard time visualizing someone from his era ever being tech savvy enough to email someone in the year 2034, but you never know.

Pauline
Pauline is a single, 30-something woman from the UK who, like most of us, seeks to fulfill goals and navigate the mundanity of everyday living. And while one may not necessarily identify with her desire to open an art café, her frustrations about stagnating in life are relatable for many.

Throughout the game, she makes realizations about herself and the modern world. She realizes the exploitable nature of the advertising used to sell the CookEasy 800 Pro™ and how it targeted demographics, such as herself, by appealing to the consumer’s desire for convenience- a convenience that would enable one to devote their time and energy into pursing life passions. It sold a dream, not just a product.

In Pauline’s case, she wants to use her CookEasy 800 Pro™ to start an art café. A space to foster community and brighten people’s lives. However, the day-to-day logistics of running a café has made it difficult to honor the art part of “art café.”

And is it something she still wants?

…it didn’t fulfill the original fantasy that it was sold on. Her cafe didn’t feel more chic, or like the food was making customers that much more happy.

Her café hadn’t transformed people’s lives like she had hoped. Plus, 3D-printed food is, honestly, not that great. If you live off it, it tastes decent enough but fails to get anywhere close to handmade cooking performed by a human. This is yet another realization she makes.

(Spoiler - click to show)

And so, learning about panpsychism and metaphysics has enriched Pauline’s view of the world. The drudgery of daily life is invigorated with the knowledge of a consciousness in everything. Suddenly, mundane choices have meaning, and the possibility of actually meeting the entity behind the mysterious emails is something she looks forward to.

As eager as she is to embrace Fyodorov’s teachings, Pauline still reserves some room for skepticism. She ponders the feasibility of the Common Task, as well as the implications if a unified view of the universe were achieved. Would that stifle individuality or make it obsolete? Nonetheless, she is willing to embrace the unknown by taking this first step.

Visuals
This game is made with Jupiter, a nifty choice-based system that uses pop-up boxes containing text to tell the story. It works perfectly here since the story spends a lot of time on emails and user interfaces, and the pop-up boxes reflect this. Some even have scroll bars.

It also experiments with different colours, fonts, text sizes, and even includes two photographs, one of which depicts a piece of 3D-printed meat. While it mostly uses a black background, there are moments where the background is a cool 3D grid pattern.

Final thoughts
If you’ve read through my review and made it this far, congratulations, I’m almost done.

[EXTERNAL COMMUNICATION] covers a range of themes familiar to today’s world including biohacking, generational differences in tech-savviness, the overlap of consumer and industrial sectors, and the use of exploitive advertising to sell a dream with the goal of getting people like Pauline to buy a product. It also delves into more abstract and philosophical themes related to (Spoiler - click to show)panpsychism and Fyodorov’s Common Task.

A World Not Unlike Our Own

Ultimately, it points out that Pauline’s world is a near-reflection of the one we currently live in. We may not have CookEasy 800 Pro™ on store shelves, but we can relate to the commoditization of the individual and a desire to find meaning in a dull, modern existence. If we came across (Spoiler - click to show)our own equivalent of Nikolai Fyodorov, would we jump at the opportunity?

I enjoyed this game for its build-up of suspense and the creative visuals used to tell the story. I even learned a bit of history in the process. If you are interested in science fiction that contemplates metaphysics, give [EXTERNAL COMMUNICATION] a try.

* This review was last edited on October 11, 2025
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One Step Ahead, by ZUO LIFAN
3 of 3 people found the following review helpful:
Relevant themes, but is more like a draft, September 27, 2025

"Welcome back, is there anything I can help you with?"

One Step Ahead is a dystopian story about the temptations of A.I. and the erosion of choice. Ever since the protagonist discovered the convenience of A.I., they’ve been readily incorporating it into everyday life. But at what cost?

Gameplay
One might assume that One Step Ahead gives the player multiple paths based on whether to use A.I. for tasks, most of which are for academic assignments. Instead, it’s surprisingly linear. To progress in this game, you must use A.I. or get an abrupt GAME OVER.

One Step Ahead also needs more testing and proofreading. Some passages lead to a dead end. If it weren’t for the little “↶” arrows at the side of the screen you would have to restart the game. There was also one instance where I got an error message: Sorry to interrupt, but this page's code has got itself in a mess.

Story
Story-wise, there’s not much to experience. There’s a shift halfway through the game where (Spoiler - click to show) the protagonist becomes worried about how involved the A.I. has become in their life. The A.I. soon picks up on these doubts and throws a hissy fit when the protagonist tries to delete it for good.

In fact, the game ends right as the story gets interesting: (Spoiler - click to show) the A.I. declaring that they’re “always one step ahead” (hence the title), forcing the protagonist to crawl back to it.

Perhaps the lack of choice in the game is meant to represent not having any choice in using A.I. in real-life. If that’s the author’s intent, the delivery needs work because the game is too linear and undeveloped to explore these ideas meaningfully.

Choice is a muscle.
The less it’s used, the more it withers.

This point would have more impact if the player could actually choose not to use A.I. and see the impacts of that choice beyond a sudden GAME OVER. Instead, we get shoehorned into one gameplay route.

Regrettably
Due to consecutive nights of staying up late.
You developed an acute heart condition and had to be hospitalized for recovery.

In other words, you can either use A.I. or end up in the hospital. Not a strong message.

Further discussion
There’s little room to explore the game’s themes on A.I. reliance. I found myself approaching One Step Ahead with some cynicism especially since what we know about our protagonist is only skin-deep. Do they seriously think it’s acceptable to use A.I. to do all their academic work?

I don’t want to be quick to antagonize.

Society sets educational milestones for literacy, math, and other skill sets, and individuals who lack the opportunity to meet these milestones end up swimming against the current of a society that may not offer support in helping them catch up. I can understand seeking assistance. Having someone or something (like an A.I.) summarize content (a book chapter, for example) so you can better understand it serves as a steppingstone for producing your own original work.

Not everything can be accomplished through effort alone. You lack formal training in computer science, and the task exceeds your current capabilities.

There’s a balance. A balance of academic integrity and making sure students have the tools they need to perform in academic settings. We all need help, and we’re all responsible for our own work. But balance is not explored in this game.

Where does this leave the protagonist? There is one instance where they struggle in a class due to a lack of prerequisites, but they just opt for A.I. without sharing any perspective on their choice. As for the other assignments, the protagonist simply seems to not want to do the work. And there is never a point where they reflect about the potential consequences of using A.I. to do their assignments for them.

Or I could be overthinking things. It’s unclear, is the author trying to make commentary about the usage of A.I., or are they just wanting to make an interesting story about an A.I. (Spoiler - click to show)forcing itself on a human user?

Visuals
I think the author could have had some fun experimenting with Twine’s visual effects rather than opting for the default black screen, white text, and blue links. In fact, I was expecting something like the cover art which reminds me of the Blue Screen of Death.

Of course, if the author is new to Twine, I can understand why the game uses a default appearance. The (Spoiler - click to show)chaotic red text used for the A.I.'s meltdown was clever.

Final thoughts
I would love a post-comp release of One Step Ahead because its overall premise is highly relevant to the technological landscape we live in now. But as an IFComp game, it has a lot of rough edges that need to be sanded down. The formatting is messy, there’s at least one bug, and the gameplay could be better implemented. It simply feels too much like a draft.

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Retrograding, by Happy Cat Games
1 of 1 people found the following review helpful:
In retrospect, not the game for me, September 25, 2025

You play as Ioanna Arcensis, a Recollection Officer for Waste Management, a department that seeks to destroy artifacts from other worlds. The job means has little meaning for you but at least you’re good at it.

Until two new assignments cross your virtual desk.

But first…
…I’d like to ramble about my journey with this game.

In a way, Retrograding has expanded my horizons. I have always been skittish about downloading anything onto my computer. Excessive, sure, but I prefer to interact with content that is available online. Then this game comes along: Retrograding. The title, the description, the cover art. I love its cover art. So, I figured, fine. I must play this.

It was kind of intimidating to see “retrograding_windows.zip” slowly downloading (I used an older computer. Fortunately, that was not a problem) not knowing what to expect and was equally intimated by the cryptic folders listed on my computer. Long story short: I got it working! I kept thinking, wow. I’m finally going to play this!

The consensus? It was not quite what I expected/hoped it to be. And no doubt, my excitement probably skewed my expectations. But I have no regrets.

Gameplay
Retrograding feels like two games in one.

Ioanna is given two potential assignments that involve watching over a high-profile person while conducting her work on another planet. You can only pick one, and whoever you choose forms the basis of the gameplay. This means you must play the game at least twice to get the full experience.

The gameplay is choice-based and driven by dialogue. The dialogue appears on the screen as conversation and waits for the player to press “enter” to move forward. Occasionally we get the chance to choose what Ioanna says in these conversations, but otherwise the player just goes along for the ride.

The choices that do influence the gameplay are which items you salvage for yourself.

You gaze around the room and collect:

ITEM: AN OLD TRANSMITTER
ITEM: A CEREMONIAL KNIFE
ITEM: SCRAP METAL

There are three opportunities in each playthrough to salvage items. These items carry meaning for the characters and allow the player to foster a relationship with the person under their watch. The items you choose also determine the game’s ending.

Retrograding has features to make multiple playthroughs more convenient. There is a “skip” command that zooms through the text until you reach a decision-making point or when you choose to retake control. This was extremely helpful.

Thoughts
Unfortunately, I misread the game’s genre. I realize now that I’m not its target audience. Its genre is listed as “Science Fiction” and “Romance,” and I assumed it would be science fiction (big fan) with romance undertones. Instead, it leans heavily on the romance part.

I had a hard time appreciating Ioanna’s interactions with Raven and Zinnia because the game’s world felt undeveloped. One moment I’m trying to piece together the places/events/people being name-dropped. The next moment, Zinnia and Ioanna are madly in love.

It just didn’t resonate with me. That said, if you like romance games that focus on forging a relationship with a single character (and enjoy sci-fi themes) then I strongly recommend Retrograding.

Story
With two assignments come two separate stories structured around a person of interest and Ioanna’s growing relationship with them. This is teased in the game’s description:

A celebrity bomber? A renegade Corpodarling?

Our celebrity bomber is a death row prisoner named Raven. He was once a high-profile racer until a (Spoiler - click to show)suicide attempt gone wrong killed several bystanders. Now sentenced to death, the protagonist is tasked with escorting him around the planet Estehelix until he can be handed off to authorities.

Meanwhile, Zinnia is a “Corpodarling.” A poster child for a powerful corporation (the same one Ioanna works for, it seems). Top notch employee. Except… she has a tendency to go rogue, forcing the corporation to (Spoiler - click to show)recondition her to ensure compliance. It’s your job to keep her in check as you explore Proxima.

There are multiple endings, though the game seems to give more attention to Raven. According to the walkthrough, Zinnia has three endings while Raven has two routes with Route A having two endings and Route B having three endings. I managed to reach one ending for Raven and all three endings for Zinnia. I didn’t feel inspired to keep playing after that, especially since Raven’s story is kind of intense.

The immediate story would be stronger if the game provided more backstory and worldbuilding for context. It all seems so cool on the surface! A lot of interesting ideas are tossed around without further explanation.

For example, there is vague mention of people being stripped of their identity and reformed into other individuals. When Zinnia says, (Spoiler - click to show)“They try to take the calling out of me, put me on the operating table and dig up my insides. Not one piece of me is ever wasted,” I could not tell if they actually did that to her or if she was simply using surgery as a metaphor.

A nifty feature is a “Records Database” section that catalogs names and objects from the gameplay to provide more information. There are 38 possible entries, and I managed to find all but 5, 16, and 17. But even these are sparse. Most consist of snippets of dialogue when I was looking for something more concrete. I have plenty of questions.

Characters
Ioanna (+Maria)
Ioanna has no passion for her job, but she likes not having to interact with people. In fact, her stellar performance record makes her eligible for a higher-ranking position. She merely chooses to stay in Waste Management.

This latest assignment, however, throws her for a loop because of the involvement of another person. She tells herself that it’s just a job. We see otherwise. Ultimately, the player watches as her interactions with Raven/Zinnia cause her to reconsider what she wants in life.

I would have loved to learn more about Ioanna’s background because I don’t think the game clarifies whether Ioanna is a human, android, or synthetic being. She is described as having synthskin and a metallic spine. And of course, Maria, who lives in her head. Sort of.

Maria hums in-between planes of existence. She leans against your shoulder, caressing the hollow of your cheek with a digital thumb.

Maria is an A.I.-like being who is frequently referred to as a god, though I’m not sure if that’s meant to be taken literally. She has full access to Ioanna’s mind and body, providing commentary throughout the game.

It seems like the author’s intent was for Maria to be the classic snarky A.I. whose snarkiness is merely born out of love for the main character. And that’s cool. However, her conversations with Ioanna get caustic to the point where we start to wonder, do they actually like each other? It can get kind of awkward.

NPCs
While the romance did not click for me, I did find the love interests’ personal stories to be compelling. Zinnia struggles with building an identity outside of being the poster child of a corporation that never lets her leave. Raven is trying to process his reality of his looming execution and how it prevents him from facing death on his own terms. Both characters are experiencing a personal crisis that is always lurking behind their every move.

Castor, Ioanna’s manager, was the most interesting character. Through her we get a sense of the bureaucracy that our protagonist lives in. Apparently, people who try to defect from society are dragged back and punished with being digitized, also known as “total augmentation.” Which is awful since the reason many choose to defect is to seek out the old ways of living without technology. And now they’re forced to work inside a digital world. Castor is quite awfully cheerful though, considering her circumstances.

Visuals
Retrograding is filled with visuals as a game made with Unity. Every scene is depicted with photographs as backgrounds, many of which are stock images from Unsplash and similar sources.

Some photos nail the vibe of the game while others clearly look like they came from, well, Unsplash. This is because they look too much like Earth when we’re supposed to be trapezing across Estehelix and Proxima. They look great, but the city streets, graffiti break, and other land features break the illusion of exploring another world.

Castor, Raven, and Zinnia have their own character art in the form of drawings. I’ll admit, for the latter two, I was not a huge fan of the style which seemed to clash with the photograph imagery. That said, the artwork for both characters displays a range of emotions, making their portrayal more interesting.

There is also an art gallery accessible from the game’s memory. There seems to be a total of three unlockable artworks. I managed to unlock one from Raven’s story.

Conclusion
This is a polished work with graphics and multiple gameplay paths that will resonate with the right audience. As for me, I was seeking a sci-fi game full of worldbuilding and found a romance-intensive game instead. If that interests you, please give Retrograding a try.

Not my kind of game, but still a job well done.

(It was also a neat exercise in trying something new: downloading an interactive fiction game. I’ve got my sights on Silicon and Cells. I might play that next…)

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Detritus, by Ben Jackson
2 of 2 people found the following review helpful:
We are made of what we leave behind, September 23, 2025

This review is based on the NORMAL Mode setting of the game.

It’s not every day you get reprinted.

But then again, you are Jean Wilson, Comms Officer of Theseus, a cargo ship that has experienced a catastrophic collision. A collision you did not survive. Thanks to printing technology, your mind and body have been reprinted so you can figure out what happened.

Also, this review spoils the heck out of it. Please play the game first.

Gameplay
This isn’t a mere explore-the-spaceship game. It’s also a resource management game with awesome mechanics. It involves finding items around the ship to recycle and then using the resources to fabricate useful items. You also have oxygen, water, and food levels to manage.

Current resources:
Biomass: 22 | Metals: 49 | Water: 15 | Minerals: 35 | Polymers: 12

Puzzles largely consist of bypassing locked doors and barriers, but there is enough variation to keep things interesting. The author also provides a generous walkthrough/hint system into the game.

Detritus is an example of a Twine game with free range of movement, meaning that the player can wander around a map and interact with people/objects in each “room,” much like a parser game. This, paired with the recycle/fabricate mechanics, may appeal to players who like the idea of resource management gameplay but are intimidated by the parser format. Similarly, if you prefer parser games or are not a huge fan of Twine, Detritus is dynamic enough to be engaging.

You can also play the game in Story mode. There is something for everyone!

Story
Main story
The story revolves around a corporation called Rainforest™ that employs the ship’s crew. Unsurprisingly, it puts profits first. But now, it’s taken things too far. (Spoiler - click to show) The crew finds out that the “luxury goods” in the cargo bay is just a cover for the truth: Rainforest™ is planning on using Earth as the galaxy’s new landfill. Plus, cost of upgrading the fabricator, which is practical for productivity, comes out of the crew’s wages. Unacceptable.

Anyway, (Spoiler - click to show)the crew had enough and planned to go on strike by taking control of the ship. Meanwhile, GAIL has been closely monitoring the crew and recording every interaction, and these recordings are automatically company property. So, when GAIL goes silent as the ship wrestles itself from the crew’s control and into the path of an asteroid, things are looking awfully dire.

So: Can we trust GAIL?

As in, GAIL the corporate A.I. who’s been quietly recording and ghosting the crew members right up until the accident? The answer is:

(Spoiler - click to show)

Heck yeah.

I’ll admit I had some doubts.

After all, corporate A.I.s in stories tend to be antagonists. And GAIL is not portrayed in a reassuring light as we try to piece together what happened. The flashbacks we see indicate that the crew distrusts her and the lower clearance terminal logs are just as worrying. And then, right before the collision, she goes silent and unresponsive? Hm.

Also, this little gem…

"Daisy, daisy, give mee yoooour annnnnnswe…"

…does not help her case either.

And yet… I wanted to give her the benefit of the doubt. If Rainforest™ is capable of screwing over its human employees, surely it can do the same to its A.I., too. Still, it leaves the player not knowing what to think.

After seeing the crew’s talk of a strike from GAIL’s recordings, Rainforest™ commanded GAIL to fly the ship into a collision course. She refused, prompting Rainforest™ to initiate Command Omega to take over the ship and do the company’s bidding.

Indicators of GAIL’s loyalty are only revealed later, and they can be overlooked if you simply skim the text. In fact, I think one of the most exhilarating moments in the game takes place via a terminal log that we read:

› Rainforest: Initiate: Search for and wipe any crew body/mind backup data

› GAIL: Internal: Begin compressed backup of main / memory cores

› Rainforest: Remote command: Shut down main engines

› GAIL: Internal: Wipe Rover

› Rainforest: Goodbye GAIL

› GAIL: Internal: Begin data transfer…

› Rainforest: Initiate: Full reset. Wipe onboard AI.

It’s easy to underappreciate her fancy footwork here if you’re not paying attention.

As Rainforest™ uses Command Omega to take over the ship, she quietly transfers herself to the ship’s ROVER droid as her memory cores are being purged.

The quietest of battles. And Rainforest™ never stood a chance.

This means the GAIL in the archive room is a copy. You get to meet GAIL for real at the end of the game. It’s revealed that after the collision, she spent four months using her ROVER body to “rebuild” the crew with her recordings and the biological material in the cargo.

With varying success. Turns out our body is made of trash and the recycled remains of failed clones. Yeesh.

Thoughts on story
Detritus already has received high ratings which makes me feel like a wet blanket by giving it four stars. It has to do with the game’s delivery.

(Spoiler - click to show)

There are two big reveals that overlap. The first is that GAIL is, in fact, on our side. I already discussed that. The second is the nature of our existence as a recycled being. This one didn’t quite stick.

I feel that there is some hand waving regarding the plot twist. The mind and body backups of the crew were deleted by Rainforest™ when it initiated Command Omega. Thankfully, GAIL saved the recordings she made of the crew to recreate the mind backups and used the waste in the cargo to reconstruct bodies via the fabricator. Got it.

Problem is, I’m having a hard time imagining GAIL’s recordings of the crew’s conversations being complex enough to replicate an entire human mind. I would also like clarification on the nature of the PC: Is this primarily Jean’s mind that includes the fragments of the crew, or are they equally a blend of the crew but are given the impression that they are Jean? As in, a fifth character? I still felt like “Jean,” so maybe it’s up to interpretation.

It’s an odd thought to think that theoretically, if the ship was built a certain way, it would be possible, if illegal, to bring all the crew members back to life at the flip of a switch! The fact that mind and body data can be stored and then used… or erased is mind boggling. I assume the printer on Theseus can only print one person at a time because of legal reasons, not because it’s scientifically impossible to do so.

Printing your mind in someone else’s body, well, you could simply take their place and claim their identity!

Like we do in the game. No wonder it’s illegal.

Also: If we’re recycling our body to reprint the captain’s body, why do we climb into the fabricator instead of the recycler?

Themes
Detritus acknowledges issues faced in today’s world about corporate accountability, greenwashing, waste disposal, the replacement of human jobs with A.I., and socioeconomic inequalities. There’s even brief mention of microplastics in food.

Rainforest™ heavily relies on greenwashing to sell their narrative. Greenwashing is deceptive marketing where a corporation portrays itself as environmentally friendly to divert attention away from its environmentally unfriendly practices. Predictably, Rainforest™ loves this tactic and uses sound bites such as:

At Rainforest™, we hate waste™.

More like (Spoiler - click to show)“we hate waste so we’re going to dump it on Earth, so we don’t have to deal with it!" And the irony of the name, considering what’s happening to the Amazon rainforest.

I like how the gameplay had data pads scattered throughout the ship to provide backstory without dumping loads of information onto the player. Data pad (f) is especially interesting because it features a newspaper clipping that resembles our world today.

…with the invention of Recycler technology, has the galaxy's waste problem been solved? Not entirely! All planets have signed up to the 'zero-waste' agreement; they are legally responsible for their own waste disposal.

The use of language like “zero-waste agreement” is akin to the pledges countries make, and often neglect, at summits to reach shared sustainability goals. By (Spoiler - click to show) designating Earth as a landfill, Rainforest™ is seriously violating galaxy policy. Another real-life parallel is Nadir, an “ultra-wealthy” planet that sends its trash to Earth, just as wealthier countries export their trash overseas.

In theory, anything can be recycled, but as the quantities increase, so does the energy required. Recycling is not a solution to unchecked pollution.

The game also considers the effectiveness of recycling in being a blanket solution for environmental concerns. There is an ongoing debate about how “clean” the recycling process is since it, too, produces waste. And even if we perfected the science of recycling, we would still need to make other changes as a society to reach our sustainability objectives. While the game does not go into too much detail, it makes some powerful points.

Plus, a few other digs.

"Remember, smart companies don’t pay taxes!"

"We want to make the galaxy great again!"

I’ll leave it at that.

Characters
GAIL
I liked the depiction of A.I. in Detritus because it moves away from the plucky Good A.I. (I’m here and happy to serve the PC!) or Bad A.I. (I’m clearly against the PC’s best interests and I don’t like them either) binary that we often see in science fiction.

Detritus differs from Twine games, such as Lux and A Long Way to the Nearest Star, that center the gameplay on an A.I. NPC guiding the protagonist around a facility/ship. In both games the player communicates with the A.I. and even, for better or worse, forms a rapport with them. With GAIL, it’s different.

While the game’s description describes her as M.I.A., we find her in the “Admin” room. However, she is disconnected from the ship’s systems and has had her memory erased. You can visit her in the room for help but are otherwise left to roam the ship by yourself. And while, yes, (Spoiler - click to show)you can eventually reconnect her from the Helm, doing so offers little in further interaction with her, heightening the mystery.

As we investigate the ship, we receive mixed messages about GAIL’s intentions. As a result, the gameplay is infused with do-we-trust-the-A.I.? undertones that create suspense. This leads to a buildup when (Spoiler - click to show) we meet the “real” GAIL.

Our limited interaction with GAIL means we have less opportunity to get to know her as an individual. In (Spoiler - click to show)helping the protagonist is she merely clinging to the directive of Crew, Ship, Company, or is there a deeper emotional commitment there? By recording the crew, was she only trying to maximize the chances of them being recreated in an emergency or does she secretly want to relate to them more? Plus, Kashvi mentioned in a flashback that GAIL had been suffering from hallucinations, but we never learn what that was about.

Crew
After rambling on and on about GAIL, I don’t have much to say about the other characters since I found them to be less compelling than GAIL. That said, I did think the writing did a good job at conveying the close-knit nature of the crew. Their optimism was vividly conveyed in flashbacks, making it (Spoiler - click to show) especially sad when we find their dead bodies.

Visual design
I love the visual design of this game.

It's all glossy surfaces and sleek edges with text that is easy to read and stands out against the background. Text is a mix of yellow, grey, and white with blue links set against a dark grey backdrop. It also recreates a polished “computer screen” appearance when the player accesses a terminal.

Plus, there’s extra flairs to make things more interesting, including an in-game map of the Theseus. For atmospheric effect, the beginning and end of the game has animated starfield that makes you feel like you’re moving through space. Special animated effects for flashback sequences are also featured.

Conclusion
Detritus is an exciting sci-fi game with all the traits of a high-quality game. I can tell the author left no stone unturned. Personally, there are parts that felt one-dimensional to me. I really liked the (Spoiler - click to show) plot twist with GAIL’s true allegiance. The logistics of the (Spoiler - click to show) PC’s identity were fuzzier in comparison.

Part of me feels that my view of this game is influenced by my experience with The Den. I won’t spoil it, but the big twist (or, arguable, twists) made a chill go down my spine that made me think, woah, that’s brilliant. Not quite as much with Detritus.

Nonetheless, this is a game you don’t want to miss. It can be played at Easy, Normal, or Story mode, allowing you to set the gameplay at your comfort level. As for the ending… well, it just might surprise you.

Also: If you are curious about Twine games that involve your body being reprinted to cheat death, check out Trigaea.

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The Promises of Mars, by George Larkwright
1 of 1 people found the following review helpful:
Will they return to the surface?, September 16, 2025*

(Edit: Spelling fix)

Soon. Observing the decaying cityscape and the drifting dust clouds, feeling the heat cutting her skin, breathing in infected air through a tube, the Girl had never felt more doubtful.

The Promises of Mars is a Twine game about manufactured hope, waiting it out, and finding a silver lining despite everything that’s happened. And, as the title suggests, broken promises.

Genre
It’s easy to forget how diverse science fiction can be with its subgenres. The genre “science fiction” is so often used as an umbrella term that we overlook its nuances, so I’d like to take a moment to look at the genre of The Promises of Mars as a work of SF.

There is nothing shiny about this game.

It’s post-apocalyptic with a decaying city bleached of its colour. Everything about the story and setting embraces the “used future” aesthetic. That is, a future where life depends on reusing technology and patching it until it can no longer be repaired. Often this goes hand in hand with scarcity, strife, and reversal of technological advancement. Sometimes it includes embracing the old ways of living, though that’s not explored here.

The “used future” subgenre is descriptively conveyed through the game’s writing.

Her body is wrapped in layers of black and brown, cloth and leather held together loosely with gaffer tape and thread. A breathing mask is held tightly over her nose and mouth by fraying elastic straps, and goggles cover her eyes. Soldered onto the underside of a peaked visor, the lenses are thick and brown like soda bottle glass.

It’s infused throughout the game. Dim lights. Cheap recycled paper. Scarred lungs. Tape. Food rations. And the overarching question of how long will this last?

Gameplay
You play as “Girl,” an inhabitant of an underground bunker and member of Command’s Expeditionary Force. You’ve been sent on a mission to investigate a carbon capture plant that has gone offline. It’s also your first glimpse of Mars’ surface, a place you know only through stories.

This is a great puzzle Twine game for those intimidated by technical puzzles. In many ways, the game does all the heavy lifting for us. On the left side of the screen are two boxes. The top box features a clickable map that allows us to navigate the game’s world. The bottom box lists our inventory.

INVENTORY:

Comms Link
Headlamp
Screwdriver
Wrench
Paperclip

When faced with a puzzle, the inventory list lights up to indicate which items may have a possible application. The Comms Link option also serves as an in-game hint system that provides a gentle nudge.

There was never a point where I got stuck with the game. Notably, there is a pipe pressure puzzle where you need to set three pipes to the correct readings as stated by a manual. Pipe pressure puzzles have been used in plenty of games, and I’ll admit I’m not really a fan of them. After all, I prefer story-driven games. But in The Promises of Mars, the process is simplified and provided the right amount of casual challenge.

Gameplay is not as smooth as it could be. For instance, early in the game I encountered an error message:

Error: cannot find a closing tag for HTML <set>
<set $communicationsStage to 1>… >

Thankfully, this does not put the game into an unwinnable state.

Story
Backstory
The backstory revolves around an event known as the evacuation. Once, people lived in a city on Mars’ surface filled with modern conveniences. The protagonist’s mother shares what life was like: pets, frozen yogurt, trips to the mall, looking up and seeing the sky, plants growing on the sidewalk. Grass fields and playgrounds.

But when life on the surface of Mars took a turn for the worse, a bunker system was built underground to serve as a new home for survivors, and a group called Command was arranged to oversee the operation. From that point on, daily life focused on anything that could maximize humanity’s odds of returning to the surface. Everyone has a part to play.

While there is a decent amount of backstory, I couldn’t help but yearn for more of the backstory’s backstory. What exactly happened that forced everyone to flee Mars’ surface? Less relevant questions include: Has Mars been terraformed? If so, to what extent? Has human biology adapted to Mars’ lower gravity or has technology made this irrelevant?

Promises, promises
What exactly is this promise as stated in the title?

The promise is that Mars will recover enough to allow people to live on the surface again. That if humanity keeps trying to rebuild, Mars will respond in kind. But is it really Mars making these promises?

(Spoiler - click to show)

If anything, it’s more like The Promises of Command since Mars didn’t do anything to deserve to be ransacked by humanity. Command reassures everyone that their daily tasks and assignments are taking humanity one step closer to returning to the life they had before. But we soon realize that it’s all pretty lies.

Here’s the thing: Is Command trying to make the most out of a dire situation or are they just self-serving? Arguably, there is the underlying question of “what are they supposed to do, give up hope?” Well, it’s hard to align oneself with Command when their benevolent appearance starts to get scuffed with the truth.

This becomes clear when we arrive at Substation Arcadia, an important node in Mars’ carbon capture* system. We discovered that the substation’s oxygen system failed, prompting personnel to request help from Command. According to communication messages, Command dragged their heels, causing the staff to die. And now Command wants the Girl to turn the substation back on, ignoring the casualties around her.

How futile is humanity’s efforts to return to Mars? Consider the scientist in the video who says, "Your hope betrays you." What relevancy does Command have in this statement?

(*Carbon capture technology separates carbon dioxide from the atmosphere and stores it underground.)

Endings
The endings are slightly underwhelming.

(Spoiler - click to show)

There are two ways the game can end. You can either restart the reactor as asked or defy Command and walk away. With the latter, the implication is that you march back to the bunker to give Command a piece of your mind and call them out for their deceit. Ultimately, we don’t see the aftermath of these choices. The game just gives us a blank screen that says,

End

That’s it. I was waiting for something else to appear on the screen, but that’s all the game has to say. Still, it’s not bad, if abrupt.

Themes
There are several interesting themes in this game, but since I’ve rambled enough about the story, I’ll pick one: Denial of childhood. We get the impression that childhood isn’t really a thing in the bunker.

Like many of her peers, the Girl was born on the surface but grew up underground. The bunker is all she knows. That, and the stories her mom would tell her about life on the surface. And, of course, what we find while exploring. The most moving scene is when she comes across a playground.

She'd never been on a slide. She places a boot on the slide's bottom step. Her mother's words echo in her ears: "Focus up." She'd never played on a climbing frame.

All work, no play. After all, everyone must chip to fulfill Mars’ promise. But discovering the (Spoiler - click to show)futility of the bunker’s efforts to return to a life that once was makes one wonder what is being sacrificed. They are surviving, not exactly living.

She pauses to look at the playground.
She continues onwards.

Ultimately, she can only continue onwards.

After looting the playground for materials, of course.

Characters
Who is the protagonist?

Her name, if she has one, is never mentioned. In simply referring to her as “Girl,” the game is reducing her to a mere role stripped of identity. A single unit borrowed from a population of similarly anonymous individuals.

The word “Girl” emphasizes how awfully young she is to be traversing the ruins of Mars. It highlights both her maturity and Command’s willingness to send such a young person out on a dangerous mission. Whether Command’s decision is merely the product of running out of options or not caring about the Girl’s odds of success are left up to interpretation.

Fortunately, the Girl clearly rises to the challenge, displaying wisdom far beyond her years.

She reminds me of the girl in Fabricationist DeWit Remakes the World, a sci-fi Twine game by Jedediah Berry. In that game, the girl is an NPC and was sent on a mission to track down the protagonist, a synthetic human designed to help rebuild a ravaged world. Her determination and mission of trekking through a post-apocalyptic world in search of answers shares similar themes with the Girl in The Promises of Mars. It’s also more light-hearted with few puzzles.

Visuals
While nothing fancy, its appearance is polished and easy to navigate. It uses a black background with white text and orange links. The game’s screen is neatly organized into a grid. Most of the screen is devoted to gameplay while the left side is reserved for the inventory and the clickable map. The map helpfully lights up to indicate your location.

Conclusion
The Promises of Mars performs well in every category: main character, story, gameplay, and appearance. Overall, there is a solid foundation.

But there’s something missing. It lacks the spark that would transform it from a four-star rating to a five-star one. I think adding more worldbuilding would make a difference. Tell us more about the city and what happened to Mars!

Nonetheless, it offers entertaining and haunting gameplay by allowing us to explore a dying world, a world that is supposed to be our ticket to a better life.

* This review was last edited on September 28, 2025
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The 404 Society, by McGravin
3 of 3 people found the following review helpful:
Animal Crossing meets cyber-ghost hunting, September 12, 2025

Wow. This is a seriously cool game.

I figured that I'd spend this month focused on reviewing IFComp games, but I saw this listed on the front page and, well, had to talk about it. It’s about joining an exclusive group that searches for cryptids on the internet.

Gameplay
Gameplay takes place on a computer interface. My jaw dropped when I saw it for the first time. It really does look like a computer desktop and has the interactivity of one as well. You navigate the game via the “computer” icons. Some of these icons are just for show, but even they contribute to the immersive effect.

The player will spend their time with the Concord chat messaging application and the Water Otter internet browser. You receive a message from a stranger who seems to think that you are a user named @deepdiver, which you are not.

There is a link to join a server. Being a perceptive internet-savvy person who knows the dangers of clicking on seedy links, you do the sensible thing:

You click on it, obviously.

Only to find that the link has expired. And that the server is for a group named The 404 Society. Same as the game’s title. Luckily, there is a button that allows us to request a new link. You click on it, naturally, and are contacted by someone named Bytegeist. They ask:

Have you ever seen something strange on the internet?

This phrase is a running theme in the gameplay. You get multiple chat responses to choose from, but eventually the discussion leads to them giving us a task. To track down a cryptid on the internet, forming the backbone of the game.

Story
What is a cryptid? A cryptid is a creature that is rumored to exist but has not actually been officially documented and categorized. Like Bigfoot. Robb Sherwin’s Cryptozookeeper (a stellar game) is filled to the brim with such creatures. But The 404 Society focuses on cryptids in the virtual realm. Entities that exist on the internet and even cause bizarre phenomena. The Society’s goal is to record their existence and observe them from afar.

Here’s why I’m giving this brilliant game 4 stars instead of 5. It describes itself as a “Twine game about discovering these mysterious creatures of the web,” emphasizing how such creatures can manifest in weird ways. We don’t actually see much of this.

(Spoiler - click to show)

Bytegeist sends us to a website with a convincingly realistic article on tomatoes. If we find the cryptid hiding there, we get to join the Society. The cryptid isn’t earthshattering but the method of finding it is still kinda cool. Surely, this is a warmup cryptid, and we’ll see some cooler ones later. After finding it, Bytegeist grants us access to the Society’s server.

You’re a member now! Time for the adventure to start. Then the screen goes black and says:

Thank you for playing

The game is over?!?!?!?

I don’t see any mention of this game being a demo or an introduction of a larger game. If it’s meant to stand alone, I think it’s throwing away a lot of its potential by ending so quickly. At least gives us one more cryptid now that we’re a member. Plus, we never see anything weird. Except maybe a cluster of small dots hiding in an article about tomatoes. Neat, but not enough to live up to the game’s catchphrase of Have you ever seen something strange on the internet?

Now if it is a demo or introduction, it functions well as such. Still, does it need to end so quickly? I know I’m asking for a lot. It’s just that this game is such a gem and has a lot going for it. The fun gets cut short before the party even begins.

Characters
At first, I wasn’t sure if the characters were animals or humans. Everything is related to animals. The internet browser is called Water Otter, the protagonist is named Pigeon (and has a pigeon for a profile picture), and the icons on the desktop are vaguely animal themed. I imagined a world like Zootopia or something reminiscent of Goat Game, a Twine game from the 2021 IFComp.

Then I figured it was more like Animal Crossing which features human PCs in an animal-run world. On the game’s itch.io page, there is a picture above the comment section that looks a lot like Animal Crossing with cartoonish humanoids. But a closer look at the photographs on the gardening website reveals regular humans. So maybe not like Animal Crossing. Nonetheless, I love its animal-themed aesthetic.

Visuals
The 404 Society nails its visual design. As I’ve already mentioned, the game mimics the appearance and functionality of a real-life computer. Countless IF works have surprised me with innovative usage of Twine's visual possibilities. Trigaea, whoami, Overrun, With Those We Love Alive, You are SpamZapper 3.1., and many more.

And right when I think it's all been done, bam. This game shows up, proving that the sky's the limit when it comes to harnessing Twine’s visual storytelling potential.

When I first played this game, I was hit with a wave of nostalgia because the desktop background of the protagonist’s computer may be familiar for some players: A perfect green hillside under a calm blue sky. Also known as Bliss, the default wallpaper for Windows XP. I’ve always loved it. You look at it and feel like everything is going to be okay. Brings me back to that clunky desktop computer with the fan that was always too loud...

All my life, choosing the desktop image for my computer is something I take seriously. And screensavers. So, I was especially excited to discover that the game lets you choose from two additional backgrounds to customize your experience! Great stuff, although I ultimately chose to remain with Bliss.

There’s plenty of other elements that I could go on about. Such as the pop-up boxes that appear at the screen’s bottom right corner when you have new chat messages. But go check the game out if you’re curious.

Conclusion
The 404 Society is a gem overfilling with promise. The concept. The visuals! Seeing how it ends so quickly gave me the bittersweet feeling of I knew it was too good to be true...

Or it might mark the beginning of something great. I really hope that this is a Twine game that takes itself further.

One last thing: I'm not sure if anyone has dabbled in the SCP Foundation website, but it has many interpretations since the foundation has no official canon. The 404 Society reminded me of the critter profiles on the Wilson’s Wildlife Solutions page- it’ll make sense if you visit it. The cutesiness of the site paired with its documentation of anomalies strikes a similar tone as a lighthearted search for cryptids on an internet browser called Water Otter.

In fact, now that I think of it...

The 404 Society is a group that studies these internet cryptids—anomalous digital entities that arise spontaneously in forgotten corners of the web.

We locate, observe, and catalog.

...it is kind of reminiscent of the SCP Foundation whose principles are We Secure, We Contain, We Protect. Hm…

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You Cannot Speak, by Ted Tarnovski
1 of 1 people found the following review helpful:
Press "..." to say nothing, September 11, 2025

You Cannot Speak opens with an ambiguous dream sequence. You dream that Claudia- the game seems to think you know her- is trying to save someone from drowning. She is failing. She is incapable of speaking...

You wake up. She's you. You are Claudia. Time to start your day.

So, yeah. You Cannot Speak is a brief sci-fi Ink game about a protagonist named Claudia waking up for her first day at a new job. On Mars. But for some reason, she is incapable of speaking. It's as if her ability was switched off.

The player begins in a high-tech bedroom to prepare for Claudia’s first day at work. Gameplay choices center around taking in your surroundings and trying to use futuristic technologies such as a “GOERRING RESOURCE-CONSCIOUS BATHING APPARATUS,” also known as a shower.

Overall, I enjoyed the descriptive writing.

Outside the window is a totally untouched red wasteland, a ruby-tinted desert landscape with red dust and rocks as far as the eye can see. In the distance, you see a great craggy wall of red land.

The canyon is a breathtaking natural beauty, with all the timeless qualities of a MacOS desktop image.

Such vivid imagery. And then of course (Spoiler - click to show)it's revealed to be a screen. Suddenly, your high-tech room feels more like a closet. The wearable TORUS device was also cool.

Claudia has a backstory shrouded in mystery. (Spoiler - click to show)Once, she had bright dreams of a career in Earth’s Space Force. Something happened. Now, she is stuck working in the private sector at a Martian facility called Ares-622. Her official role is “Wellness Director.” We don’t get a chance to see what this entails.

You Cannot Speak seems to embrace the debate of dwelling on the past vs. focusing on the future, though the game is too short to really explore these concepts.

It's better to know
Forget about it

We can, however, prompt Claudia to do some deep thinking about herself.

As much as I love the author’s vision for You Cannot Speak, it needs refinement. I understand that it is an introduction for a larger game. Such kind of games have been submitted to IFComp in the past and have done quite well. That’s not the issue.

My main problem with this game is how abrupt and clunky the game ends. When Claudia (Spoiler - click to show)leaves her room, a scraggly man tells her in vague terms that she... I'm not even sure. Something about how her actions will affect everyone. And when a guard shows up the man starts yelling. Game ends.

As an IFComp game, this stands out like a sore thumb. The sharp edges of a promising game should have been sanded off first. Also, in one playthrough the game ran into a dead end.

It’s frustrating because there is a certain magnetism to You Cannot Speak. The title piqued my curiosity. Even the cover art- a single red square- made me think what could this be about?

Nonetheless, I wish this game well, and hopefully we will get to see more of Claudia’s story in the future.

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whoami, by n-n
5 of 5 people found the following review helpful:
who i am., September 5, 2025*

(Reader note: If you don’t feel inspired to read this entire review- and I don’t blame you- please check out the Visual design section to see one of the main reasons to check out this game.)

This game made me feel so slick. For an hour or so I felt like a quantum computing genius. Well, at least you play as one.

Also, I remember this game being released in Spanish in 2022, and I was always curious about it even if I couldn’t play it. So, I was thrilled to see it in this year's competition!

Gameplay
This review- like many of my reviews- is longer than I anticipated, so I’m going to break the gameplay part into sections.

Overview
You play as L. Garcia, a researcher who works for the Quantum Model and Simulation Laboratory, a department of the European Centre for Computational Research (ECCR) that specializes in quantum computing. The gameplay is also narrated in first-person.

For context, advances in quantum computing have opened the door to modeling a person's consciousness and developing highly realistic simulations of real-world environments. My understanding is that a personality “snapshot,” or image, can be paired with a model of how people interact, which is then added to a simulated world.

The player’s task is to create a personality image through brain scans and then train a social model before compiling everything into a simulation. Gameplay consists of navigating a menu of locations on a computer to create the files needed for the simulation. For instance, “bin/” contains links that lead to emails, a saved web page, and other content.

Once the player has everything, they start the simulation and prepare for the end game. The result? Life- or at least existence- after death for the protagonist. Hopefully.

Thoughts on gameplay
I realized that the game’s difficulty does not stem from implementation challenges or flawed design. Rather the difficulty came from my unfamiliarity with the game’s concepts. During my first try, I had a vague sense of what I was doing. Surprisingly, the ambiguity did not frustrate me because I was having fun running scans to see what would happen, reading emails, and simply exploring the game's content.

And I actually did get quite far on my own. The main obstacle was needing help with (Spoiler - click to show) running the high intensity scan, and even then, I came close to figuring it out. So, the walkthrough was more of a useful guide to keep you on track and inform the story rather than being a resource you cling to desperately because the game has led you astray.

I will say that the walkthrough does a poor job with the (Spoiler - click to show) compilation puzzle. It made no sense. I knew that I needed to stack the numbers in the right order, but I couldn’t figure out how the arrows worked. The walkthrough does not mention the arrows. Then, it finally clicked! I figured out the arrows and the puzzle ended up being a lot of fun (and much easier than it seemed on my first try).

It was a bit intimidating at first, but I picked things up as I went along. Just a little bit of context and most of the technical jargon made sense. The README.md file made me think "Of course! It's so simple!" even if that was not the case when I first picked up the game. I think this gives whoami good replay value. You go back and revisit how the gameplay merges with the story now that you’ve played it at least once.

First time around, I tinkered with the game for about an hour before completing it with the walkthrough. Once you know what to do you can zip through the game in about ten minutes. I noticed from the walkthrough that you only need to (Spoiler - click to show) complete the high intensity scan. The low and mid intensity ones are unnecessary. Fortunate, since performing the high scan fries your brain, killing you and making the electrodes inaccessible.

Story
whoami is ultimately a game about making desperate decisions, exploring what we are willing to do when you have nothing left to lose. Are you willing to put faith in technology that is still filled with unknowns? What can it offer? Do you even want what said technology has to offer?

The beginning of the game informs us that it is the year 2030 (five years from now!). Our protagonist, L. Garcia, has staked out in a remote research lab tucked away in a place called The Vault, located somewhere in Europe. The climate has taken a turn for the worse and now countries are in the midst of nuclear warfare. Chunks of Europe have been lost to nuclear weapons and Garcia is slowly dying from radiation and injury.

They can die... or attempt to create a virtual consciousness.

There are four endings based on (Spoiler - click to show) how you acquired fruit from the man in the social training simulation (I discuss this later). Out of the four endings, arguably only one is a "bad" one. I mean, why would you choose to live in a simulation of the same violence and human nonsense that destroyed the real world?

Both the emails and saved web page provide excellent exposition without overwhelming the player with details.

Additional thoughts on the story!
The emails offer a lot of foreshadowing.

(Spoiler - click to show)

For instance, Garcia notes in an email that high intensity scans have never been done before because they would kill the subject. Having nothing left to lose, they do exactly that and die. What's wild, though, is after you complete the scan and you check the date in the “/bin” section, we find ourselves in the year 2130.

2130

A hundred years have passed. Even if Mia (Garcia’s colleague) made it to the shelters, she and other survivors are long gone. Fortunately, the facility is powered by its own nuclear power plant, and no doubt The Vault is called The Vault for a good reason. The facility's computer systems that Garcia lives in will last for at least a few centuries. The final step for Garcia's new life is to activate the simulation.

Now that I think about it, there is something eerie about having developed a super advanced technology- quantum computing- only for the world to fall apart from human conflict. It’s not clear if humanity has been wiped out or if everyone has been knocked back into the stone age, but there is something chilling about picturing an Earth in ruins while an advanced, self-sufficient facility is tucked away in the Swiss Alps, quietly idling away. No one gets to marvel at what Garcia managed to pull off.

Oh, and when the protagonist sees their own dead body on the facility’s cameras. The facility used mind-machine interfaces that allowed personnel to access the lab’s systems, explaining how the protagonist could access the camera feeds via the electrodes on their head as they were dying. That was also chilling.

Characters
L. Garcia
We never learn the protagonist’s full name. Even the web page only lists them as L. Garcia, and emails show that people would refer to them as “L.” I’ve already shared most of what I know about them. It seems that they are meant to be a PC that the player can step into without being distracted by a complex backstory.

(Spoiler - click to show)I wish we had a little more reflection from Garcia after the simulation begins because the simulation- which initiates the end of the game- felt a bit sudden. This would have served as a transition between the gameplay and the final outcome.

I do have one question. I don’t think the game explains why (Spoiler - click to show)Garcia went back to the lab rather than take shelter with everyone else. Was it because they wanted to take a chance with uploading themselves, or was it something else?

Despite limited information, I still found them to be a compelling character.

Mia Gerdes
The arc with Mia added dimension.

Mia is (or was) the protagonist’s colleague and potential love interest. We know little about her other than the fact that her full name is Mia Gerdes, that she was headed to a shelter following a nuclear attack, and that Garcia attempted to send her an email admitting their feelings towards her. An email that failed to be sent, making this character dynamic bittersweet.

(Spoiler - click to show)

In an email with Mia, we learn that it's possible to create an "image of your personality” consisting of your memories and emotions. But is this the same as capturing a human experience? Neither character knows for sure.

I liked that you could import her data into your simulation, even if we never get the chance to interact with her directly.

We know that Mia’s mind and body- if she was still alive at the time- existed while the protagonist uploaded themselves. The personality image we can use is a “digital clone” of Mia, but not of a Mia who sat with electrodes on her head and underwent the high intensity scan like the one Garcia completes in the game.

So, is the Mia in the final simulation still Mia? If so, is her digitized being of a lower caliber than the protagonist who underwent the high intensity scan? It gives one a lot to think about.

I see her sitting on a rock. She is gazing at the sky, seemingly absorbed in her thoughts. I fill two tin cups with campfire coffee and walk over to give her one.

Given all that has happened, it’s not a bad conclusion.

Visual design
This is one of the coolest uses of Twine I have ever seen. It's visually diverse and uses various design elements to illustrate the game's narrative.

The main gameplay uses a basic black screen with primarily white text and blue links. Animated text is often used to give the illusion of a computer “processing.” For some reason, the upper right corner of the screen has a faint yellow/white glow (although, I'm not sure what that's supposed to convey). But things get cooler.

The “dev/” section allows you to “access” the facility’s cameras. This is illustrated with a white text box containing the protagonist’s thoughts set against an image of static. Then there is also a “web page” that seriously looks like a web page. It provides an overview of the Quantum Model and Research Laboratory.

All this pales in comparison to when you train a social model. Surely, it’s going to be another black screen, right? Or maybe some boxes with an interesting background?

Wrong.

(Spoiler - click to show)

QSIM Trainer
A social training utility for QSIM by I. Schellenberg

Release 3 / Serial number 300826 / QSIM 0.5 build 8L63 (VR Toolkit v12.01 lib 2/16N)

This special simulation scenario is designed to calibrate the parameters of the QSIM social system depending on the user's actions.

[Type HELP for more information]

Beach
I'm on a beach. The sky is clear and the sunlight draws out sparkles from the sea. A path of white sand runs through the palm trees.

That's right. We get to experience a parser simulation. Mind blown.

I was floored. (Spoiler - click to show)The screen turns white with black text, and you actually type commands. It was the last thing I was expecting. It’s that feeling of Woah. That was my reaction. You go from a Twine game to this. Somehow. I don’t know what kind of Twine wizardry the author used but it is one of the most novel and unique uses of the Twine format I have encountered.

(Spoiler - click to show)

Now the parser does not have a lot of depth- and that’s the point. It does not need a lot of depth to serve its purpose: to model a social interaction to be used in your final simulation. I especially liked how the simulation acknowledges its own sparse implementation.

x jellyfish
The sea creatures are background graphics. They aren't programmed for interactivity.

The simulation also notes that the palm trees are perfectly identical and that the sun casts no shadow. This painted such vivid imagery in my head.

Anyway, you need to acquire some fruit from a man sitting by the palm trees. There are four ways of doing this, each of which leads to its own ending. This interaction shapes the social interactions that occur in the final simulation that you create. Also, if you go back and revisit the emails, you realize that the simulation is the one from Schellenberg’s email. That was a neat connection.

Conclusion
I had a lot of fun with whoami. As I’ve already said, it offers a novel use of Twine and demonstrates its potential in visual storytelling. The game gives players a compelling glimpse into a future where human innovation is paired with human destruction. I would definitely be interested in knowing more about the story and its characters.

At one point, Garcia gives us the following reflection:

This machine is my prison and perhaps my salvation.

I think that is meant to be left up to the player. Garcia seems to take the stance that it is salvation, but even they reserve space for doubt. Perhaps we will have to do the same within our lifetimes as quantum computing and other technologies loom on the horizon.

Until then, whoami provides a thrilling sci-fi experience if you are willing to brave the gameplay’s mechanics.

(edit: formatting cleanup/grammar.)

* This review was last edited on September 6, 2025
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