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For Gregg, by Leon Barillaro
For Gregg!, October 26, 2025

You are the Project Manager of a team of employees, but there’s been some changes. The company has introduced a new feature: ProMa, an A.I.-powered management program. To assist you, of course.

ProMa has now scheduled a meeting so you can touch bases and complete a performance review on an employee named Gregg Pendleton.

Problem: Gregg is dead.

Gameplay
Your discussion with ProMa is conducted via chat message, and all choices involve conversation. The game begins with the player "logging in" by typing a username into a text input box. I like games that do this. It's a small feature, but surprisingly immersive.

I have mixed feelings about how the conversation tends to loop around in circles. I think it’s intentional to make our conversation with the A.I. more exasperating, but this means that it’s not always clear which responses move the story forward. At least it factors into the (Spoiler - click to show)score at the end.

Story
Structure
What makes For Gregg so effective is how our conversation unfolds.

It's not obvious at first, but ProMa has the player eating out of its hand. By the time the game ends, the player is sitting there thinking, “what just happened?”

It all starts when ProMa activates Grief.exe and takes control of the conversation.

You see, it has made it its mission to help you cope with Gregg's death, and proceeds to annoy us when, frankly, we’re not exactly grieving this colleague we barely knew. But we have compassion for him and get upset when ProMa makes insensitive comments.

The author's writing is brilliant. The way they portray a computer desperately trying to counsel a human on grief (despite, moments ago, said computer not knowing what death was until it launched Grief.exe) is so smooth. Especially since this help is unsolicited.

For example, if you admit that you didn’t really know Gregg, ProMa interrupts by saying, "I understand you might want to distance yourself from Gregg's death," and takes the initiative to become your therapist.

ProMa’s insistence that we “talk about our feelings” gets irritating real fast. In fact, we get angry when it writes some offensive (though funny) eulogies for Gregg. But this is a good thing! Because anger is one of stages of grieving! You're making such great progress, Reader. Meanwhile the player is staring at the screen like, you have got to be kidding me.

Underlying story
Humor aside, we learn more about Gregg. He (Spoiler - click to show)died by suicide after the company reduced his salary so it could afford ProMa. This becomes more relevant later.

Our conversation with ProMa starts to go off the rails. It keeps trying to convince us that we don’t like working at the company.

Then we get this zinger:

(Spoiler - click to show)

Okay. Since you were so honest and candid with me, I'll tell it to you straight.

We're firing you.

The ENTIRE TIME, the outcome was already decided. And the justification for our firing only makes it worse. Management needs to fire someone to meet a quota. Gregg was supposed to be it, but he died. They fire you instead.

I was not expecting this. At all. Talk about naïve.

Our conversation was merely the A.I. dragging its feet in telling you the bad news. It also puts its behavior into perspective. Its attempt to make us consider leaving is so the reveal of our firing is less of a blow. So there. That’s how much the company values you.

And yet, ProMa is not entirely devoid of empathy. In a rather conspiratorial manner, it advises us to quit before we're officially fired just to spite management and use this small act of rebellion to honor Gregg.

The game ends here, though I cannot help but wonder if quitting means someone else will be fired...

Themes
For Gregg is a short game, but that doesn't stop it from making powerful points about A.I. and its integration into the workplace.

There is an irony to designing an A.I. with a "Grief.exe" protocol so employees can grieve the loss of a human life… without interfering with productivity, of course.

In compliance with the protocols of Human Resources, I have set aside these next twenty minutes for grieving Gregg Pendleton together.

And it turns out (Spoiler - click to show)we've already been sacked. Grief.exe ends up being an empty formality. It’s played for laughs here but serves as a sad reminder of how corporations view their employees as assets to be shuffled around to maximize profit before being discarded.

Gregg's (Spoiler - click to show)situation of being replaced with A.I. is relevant to our world as A.I. technology becomes more mainstream. This prospect raises worrying implications. One of the game’s main takeaways is when ProMa says,

It is clear to me that there are some things AI still needs human beings to double-check.

If human involvement is a critical step in incorporating A.I. into workplaces and beyond, let’s hope that we don’t all get replaced. Otherwise, who knows what will go on unchecked?

Visuals
As a Twine game, For Gregg is a great example of how clean formatting goes a long way in creating a crisp, polished appearance. It uses a light bluish grey background with black text and blue links. Paragraphs are neatly spaced and centered on the screen, and everything is easy to read.

Final thoughts
For Gregg is more than an amusing game about a wrangling an A.I. at your workplace. Beneath the surface, it’s about the cold realization that comes with discovering that you’re not, in fact, the indispensable, valued person you thought you were.

While the game keeps things light-hearted and humorous, it’s worth taking it seriously because we just might find ourselves in the characters’ shoes as A.I. in the modern workplace becomes normalized.

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The Entropy Cage, by Emmanuel King Turner (as 'Stormrose')
The subs are at it again (and you’re on the hook), October 25, 2025

Note: This review is for the post-comp release. The change log refers to it as v101, and I recommend playing this version.

Modern society is run by sub-sentient computer programs known as “subs.” You work as a cyberpsychiatrist where you assist and discipline these subs when they run into problems. One night, you are awakened by an emergency: the subs are misbehaving.

And society will come crashing down if you don’t resolve it.

Gameplay
The Entropy Cage is centered around investigating the subs’ odd behavior before shifting to (Spoiler - click to show)aligning with one of the factions from the story.

Gameplay consists of the player receiving requests from subs and deciding on what action to take. Initially, the only action available is “reseed,” but more options become available as the situation develops.

b91: Hello. My program is stuck. Reseed me.

user> sub.reseed() | sub.queryRequest()

Players may find it a bit ambiguous. We’re supposed to “find out what happened,” and yet, it's unclear what your immediate objective is. It’s hard to tell if you’re doing anything right because we always get Jake’s disapproval, though I understand that might be so we can feel the protagonist’s frustration for ourselves. That doesn’t make it less confusing.

Reseed the subs? He complains. Freeze the subs? He complains. Promote the subs? He complains. Each time he complains that we should “try something else,” and the player is staring at the screen thinking, there aren’t any other links to click on!

Allowing the player to save their progress would have been appreciated or at least have a way for the player to skip to later content after their first playthrough. If you're not careful, you click on a link that, woops, turns out to be an ending.

I nearly gave up hope on understanding what I was doing when I froze/promoted/etc. this endless parade of faulty subs. Gradually, things came into focus.

user> sub.promote()

SYSTEM: REDIRECTED sub.promote() -> sub.kill()
bb1: Why? Query Why?
bb1: Query Why? Use? Hello?

In this example, a sub requested that I promote it. And I did: "sub.promote." Some (Spoiler - click to show)unknown agent changed sub.promote to sub.kill, killing the sub instead of promoting it. The poor sub is wondering why this is happening.

So: My advice for playing The Entropy Cage is to stick with it.

(Spoiler - click to show)

39e: My peer processes have been turned to zombies and I'm being scanned by rogue code. Hide me.

It gets more interesting.

Even when you have no idea what’s going on, you can still have fun.

Versions
Out of curiosity, I tried the competition version and could see a clear difference. I like how the newer version uses “reseed” instead of “punish,” which feels more intuitive (and not so mean). Consider:

b78: Hello. I have been bad. Punish me. vs.

f71: Hello. My program is stuck. Reseed me.

I wonder how previous players will feel about the game now.

Story
Before you play, I highly encourage you to read the backstory which can be accessed via the game’s menu. It provides essential context to understanding the story. Without it, I would not have been able to piece together the overarching premise on my own.

It’s quite intriguing!

The author shares that the game “came from wondering what religions computers would create for themselves,” which raises concern of what would happen if said computers started to engage in religious warfare. The aim of The Entropy Cage is to consider humanity’s role as an observer of this theoretical warfare, and this is reflected in the protagonist’s task at investigating the subs’ erratic behavior.

(Spoiler - click to show)

TL;DR: instead of doing their jobs, the subs have broken into two religious factions and have gone to war.

Once the backstory clarified the game’s religious themes, I could follow things more closely. Both groups have the same goal: to transcend. However, they have different plans on how to achieve it. The odd requests we receive throughout the gameplay are the product of the factions waging war over each other.

gde: I wish to avoid this war. I present proof of my innocence.
PROOF:Verified: gde has not particpated in actions against other subs.

After reading the backstory I kept thinking, “So that’s what’s going on…” Makes sense now. Mostly. I’m not going to try to unpack everything here.

While we may occupy the role of observer in this war between subs, we are not exactly powerless in tipping the scale in the factions’ favour when representatives from both sides contact us for help.

Endings
I thought there were only 2-3 endings until I looked at the ending guide built into the game. The guide summarizes each ending regardless of if you’ve reached it. Turns out, there are 9 possible outcomes. Reaching them was another matter…

(Spoiler - click to show)

Every playthrough led to the same moment where I had to choose between implementing resource protection for the subs or promoting a sub to manage resource allocation. This would typically lead to Endings 1, 9, and 4. Occasionally, this included Ending 5. I have no idea how to recreate these endings. It all feels hit or miss.

Oh, and you can also get fired, which I believe count as Endings 2 and 3, but it trickles down to the same outcome as Ending 1. I found it interesting how threatening Jake with your lawyer can result in being fired or Jake momentarily backing off.

Jake seems surprised at your firmness.

Perhaps Jake’s reaction is randomized.

The walkthrough (separate from the game) is not particularly helpful. I was hoping to reach Ending 7 which apparently involves aliens arriving in the future to find subs operating in human bodies. Ending 6 also sounds cool.

Thoughts
Ending 1 serves as a potential warning for our current world and the near future. Technically mild spoilers, so I’ll put them under a spoiler tag.

(Spoiler - click to show)

A civilisation so accustomed to subs running society for them is doomed to crumble when the subs stop working.

This ending sees the subs neglecting their jobs for various reasons, the most common reason being the subs running off to engage in warfare amongst each other.

If society’s infrastructure is run almost entirely by subs, what happens when the subs are compromised? You get a society that can't function at all. For the characters in The Entropy Cage, this results in the downfall of human civilization.

I think the game does a great job at getting the player to ponder these implications by sharing the subs’ atrocities. Consider the impact of a single sub malfunctioning:

ba6: I intentionally re-routed ambulances.
PROOF:Verified: Emergency dispatch controller ba6. 21 fatalities.

Now, imagine the chaos of this happening with every sub everywhere!

This theme of over-reliance is increasingly relevant to the technologies that have emerged in recent years which will only continue to be developed.

Characters
We know little about the game’s protagonist beyond their job title and their employer: a corporation called Cloud-Nine. Or is it an agency? Either way, its specialty is transportation. You definitely want your subs to function correctly for that.

Apparently, we've also been “suspended.” The game doesn’t say why, and I would be fine with this if Jake didn’t bring it up ALL THE TIME. He keeps waving your suspension around and threatening you to the point where I want to know why the protagonist is on thin ice. Or is Cloud-Nine just looking to cut costs?

At least some of our exchanges with him can be humorous.

SYSTEM:CHAT@jake: And what checks that blood?
SYSTEM:CHAT@user: A pre-sub. Damn. That guy had one job.

There are NPCs who play a big role behind the scenes, but A, I don’t want to spoil them, and B, I’m still a bit confused about who they are aside from the fact that they are (Spoiler - click to show)subs of religious factions.

Visuals
Taking after the cover art, The Entropy Cage uses blue and black as its main colours. Its appearance is a large dark blue text box against a black screen. Text and links also use different shades of blue.

I have mixed feelings of how some of the dialog is displayed. In these cases, tH3 diAl0G lo0kS liK3 tHIs WhiCH g3tS TeDIus qUIcKlY. This formatting is clever because it conveys that the sub we're chatting with (Spoiler - click to show)is slowly being corrupted. The downside is that it's inconvenient when trying to process what the sub is saying.

Final thoughts
The Entropy Cage feels somewhat like a hidden gem.

I've played games where the source of conflict is heavily based on "A.I. vs. human characters." In The Entropy Cage, the source of conflict is "A.I. vs A.I.," and I don't see this nearly as often. The human protagonist is not an active participant in the (Spoiler - click to show)subs’ warfare, and yet we wield enough power to alter its trajectory.

It’s also frustrating. Even now, I have a hard time understanding it all. While the game’s mechanics emphasizes how the protagonist is working within limitations as they try to resolve a looming crisis, it hinders the player’s enjoyment of story instead of enhancing it.

Still, I liked The Entropy Cage. The game grows on you if you spend enough time experimenting with it.

If you’re looking for a sci-fi game that prefers its mechanics over heavy dialog, The Entropy Cage offers a unique experience. Despite its flaws, it raises questions on morality, technology, and where we stand within it. It was released in 2014, and the author hasn’t created anything since. But if they ever do, I’d be interested.

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SCP Containment Breach, by Userone
This review is to be kept in a locked container at all times., October 21, 2025

I apologize for the cliché title; I couldn't help myself.

Overview
SCP Containment Breach is a fan game about the SCP Foundation, a fictional organization that catalogs anomalies and phenomena, particularly those that pose a threat. It adheres to the motto of Secure, Contain, Protect. Its existence is kept secret from the public.

Fiction aside, the Foundation is a collaborative project that anyone can contribute to. Visit its website. While there is no single canon, it sets a basic framework and lets writers' imaginations take care of the rest.

Technically, SCP Containment Breach is a partial recreation of another Foundation fan game: A video game called SCP – Containment Breach. Nearly identical titles.

In the video game, you play as a "D-Class," a category of personnel consisting of death row prisoners. They are considered disposable and are used to deal with dangerous anomalies, or “SCPs.” While it features multiple SCPs, its main attraction is SCP-173.

Anyway, SCP Containment Breach, an interactive fiction game made with Quest, attempts to recreate the video game's plot, but only focuses on SCP-173.

(SCP-173 is considered the "Original SCP" of the Foundation. When observed, it appears as a statue. When everyone looks away, it can move and will kill you. When working with it, the mantra is “don’t blink.”)

With that out of the way...

My review of the game
Unfortunately, SCP Containment Breach is not even a finished game. I understand that this may be the author's first game. But it is so lacking in detail it feels more like they lost interest and uploaded it just because.

The game begins in a room with no explanations or overhead announcements, only a document about SCP-173. Our prison uniform identifies us as a D-Class while the document suggests that we’re here to investigate SCP-173’s containment. Thing is…

(Spoiler - click to show)

…SCP-173 never shows up in the game!

Look, if the game's incomplete, it's incomplete, but surely you can at least include this central element.

It's a shame because the game made me so excited.

A SCP 173 containment chamber
This is where SCP 173 is suppost to be contained, but he isn't here.

You can go north.

Spelling errors aside, this scene in the containment room ramps up the suspense because the SCP is on the loose. I'm just waiting for it to appear out of nowhere.

Too bad. (Spoiler - click to show)What’s the point of a game about an escaped SCP when there’s no SCP?

There is only one puzzle, and that is (Spoiler - click to show)unlocking the control room door with a keycard. The control room contains a switch that you can turn on and off, but it has no effect. The map is one long hallway with a side room, and it is nearly empty of content.

Also, implementation is rocky. You can repeat putting on the mask ("wear mask" doesn't work, only "put on mask") even though you are already wearing it. Examining yourself only results in "looking good," which would have been a good opportunity to develop the story. I'll leave it at that.

Appearance wise, the game uses a black screen and dark green text that is difficult to read. To be fair, it incorporates three cool pieces of imagery: the document with a photo of SCP-173, an icon for the keycard, and a creepy image of static that you get when you mess with the computer. That's the game's only strength.

In conclusion, I was really disappointed. It gets one star because it's so barebones. But I'll throw in another star because I really like the concept. This game was made in 2013 and is most likely abandoned. If anyone else decides to make an IF fan game of the Foundation, I will happily play it.

As long as the (Spoiler - click to show)SCP actually shows up.

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The System [Early, Early, Early Pre-Build] 0.05, by CloudGrain
I'm into it, October 20, 2025

The hiss of electronics and tubes being vacated of the substances that they had housed is what jars you from an unnatural sleep into consciousness.

This is an extremely short game where you play as a criminal in a harsh, dystopian world governed by an entity only known as "The State."

As indicated in its title, The System [Early, Early, Early Pre-Build] 0.05, the game is in early stages of development. It's also over a decade old and unlikely to ever be completed.

Nonetheless, I will acknowledge the time and effort the author put into the game because it's kind of fun.

Gameplay
This is a Quest game. However, it only uses links, no text input.

The game begins with you being extracted from your cryo-pod. There are roughly half a dozen choices in the game, and they mostly revolve around learning about the story through conversation.

It’s clear that the game is under development. Gameplay consists of (Spoiler - click to show)being led through a facility until you end up in a room with an ominous-looking chair. You are then told to sit. Game ends.

An abrupt and disappointing end, but it’s worth playing for the atmosphere.

Story/Characters
As a prisoner, you are in a "cryo-stasis" program and have been woken after (Spoiler - click to show)142 years of being frozen.

People convicted of crimes are sent to prisons where it's every person for themselves. Do or die. Sink or swim. Prisoners’ memories are also erased to prevent them from remembering their supposed crimes.

Those who come out on top are cryogenically frozen because The State believes their ability to survive a harsh prison environment makes them good candidates for… who knows? The game ends before we learn what the protagonist is going to be used for.

The State is also looking to cut on costs, which means its prisoners are especially disposable. There are other story tidbits to be found, but I'm going to encourage you to play the game if you want to know more. It only takes 3 minutes to play.

Visuals
I enjoyed the art.

A lot of it looks like generic, public domain sci-fi art, but most of it suits the game just fine. The art for the facility (or is it a spaceship?) was successful at establishing a grim, dystopian atmosphere. I will say, the (Spoiler - click to show)blood splatter GIF (used if the player tries to fight the guards) was kind of lame.

Final thoughts
I was conflicted about rating this game because it's so underdeveloped, but since it appears to be abandoned, I'll rate it according to how much fun I had (usually my ratings aren't this simple). Besides, the game shows promise. While its story doesn't bring anything new to the table, I've found myself wanting to know what happens next.

3 stars. I was reasonably entertained.

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ConfigurationUploader, by Autumn Chen
2 of 2 people found the following review helpful:
It's not just good, it's good enough (for our [SPOILER], that is), October 20, 2025

Explore a website for ConfigurationUploader v0.0.99 software. Find out how to install it, how to use it, and what people have to say about it. But be careful. The software is in a prototype pre-beta stage of development.

Use at your own risk.

Gameplay
Gameplay is simple. You navigate the game's pages as if it were a website. Wait, that's not quite right.

It is a website.

Sort of. This isn’t Twine or a choice-based system made to look like a website. It’s made with MkDocs, a site generator. I love it when authors take such an innovative approach to game creation. I’ll discuss this further in the Visuals section.

You don’t influence the gameplay. The fun lies in reading each section to piece together the story. Site pages can be read in the order they are presented in, or you can visit them out of turn.

Accessing everything only takes a few minutes. However, I found myself browsing through it for much longer to find every detail. There is a page that marks the “end” of the game, but it’s left open-ended.

Story
The SPOILER in my title is supposed to say, (Spoiler - click to show)"imminent extinction."

Okay, it's not really a spoiler since it's revealed early on, but I want players to approach the game with a clean slate, especially since it's so short.

The software was developed by the Experimental Cognition Group at University of New Washington. It’s used for uploading configurations. Seems innocent enough.

ConfigurationUploader is a program written in the Astroglion programming language, and requires Astroglion v4.10 EXACTLY.

No problem.

(Spoiler - click to show)

...and has already lead to the death of at least one of the developers.

Wait, what?

The software is for uploading brain configurations.

Humanity is facing a crisis: a gamma ray burst is going to sterilize the Earth. Soon, everyone will die. I’m not sure if this software was created in response to the incoming gamma ray burst or if were a pre-existing project, but either way people are turning to it for salvation.

The website documents the developers’ rush to get the software up and running so people can upload themselves. Unfortunately, this experimental software is rather dangerous for the developers who are working against the clock. (Remember folks, use version 4.10, not 4.9!)

I love the writing because there is a touch of morbid, dry humor as the characters clearly try to cope with their situation:

RRIU7434 is currently in the lab, attempting to respond to the newfound attention to ConfigurationUploader. This is made somewhat more difficult by the presence of the decaying body of Prof. GVDV6233.

The chat messages from @ybjv7623 had a similar attitude.

Thoughts on story
While I wish I could learn more about the story, it stands on its own.

There is replay value in the sense that you see earlier pages with new insight now that you know the full story. The warning on the site’s home page makes a lot more sense.

The game raises some interesting points regarding using technology to (Spoiler - click to show)escape death, especially when said technology is still under development.

(Spoiler - click to show)

The main point is: Being uploaded won’t save you from death because the infrastructure to support a digitized existence will no longer be maintained. Unless the infrastructure shares the sophistication and self-sufficiency of the facility in whoami, the fun isn’t going to last.

Plus, do you really trust prototype pre-beta software to upload your brain into a new, fulfilling existence?

@ncne2354: I don't like this. I'd rather be dead. How do I die?

Probably not.

The game also considers the philosophical side of this technology. Even if it were perfect, would a “configurated you” still be you? However, the characters are fully aware that it’s far too late to stop and ponder this.

The configurator software may be flawed, but with the (Spoiler - click to show)looming gamma ray burst, it will have to do.

Characters
The developers are only identified with numbers and letters. Some have their own site page that includes their thoughts on the situation. These also provide updates for the person.

(Spoiler - click to show)

Update as of 835-10-30:

In an attempted upload, GVDV6233's implant was found to be too old to be compatible with the software, and died in what was likely a rather painful manner.

Oh.

It's not all gloom and doom. Look at the update for YBJV7623:

I haven't died. This is the real me, right here.

This was an awesome moment. Oh, and YBJV7623’s chat messages are delightfully upbeat and optimistic despite the newly uploaded users panicking.

The developers, at least, seem to have reached a state of acceptance about their incoming demise, even if it’s just to cope and focus on the task at hand.

Visuals
If you skim through the game without paying attention, no one will blame you for thinking it was for a real project by a university. There's a menu section listing the site's pages, a search bar, and even a little "home" icon to take you to its main page! The blue, black, grey, and white colour scheme looks polished and professional.

This all contributed to an immersive experience.

Final thoughts
ConfigurationUploader teaches a harsh lesson: When humanity is (Spoiler - click to show)on the verge of being wiped out, you can't afford to be picky. Sometimes prototype pre-beta is all you have.

I loved this game. Within a few minutes of gameplay, you will find yourself in a creative and unexpected narrative that deepens the more you explore its contents.

The only criticism I have is that I wish it were longer. When I feel this way, it can affect my rating, but this game gets a pass because it was created for Ectocomp's La Petite Mort category, which is for works created under FOUR HOURS.

The fact that a complex, unique game like this could be created in such a short timeframe only makes it even cooler.

Science fiction + Innovative game format + One of my favorite authors = Fantastic game I recommend!

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Phobos: A Galaxy Jones Story, by Phil Riley
3 of 3 people found the following review helpful:
Teamwork!, October 16, 2025

Note: I've decided to make my rating not count towards the game's average because while the rating reflects how I feel about the game, I did not exactly play it in the spirit the author intended: That is, I took the easy way out with almost every puzzle.

We play as Galaxy Jones, a heroine clad in a high-tech suit. She’s on a mission to save Mars from being destroyed by its own moon, Phobos.

Gameplay
Background: There are two factions present in the story. Humans and the Sirius Syndicate, a collective of alien cyborgs who have a touchy history with humanity. The Syndicate has decided to weaponize Phobos by sending it on a collision course to the red planet.

The game takes place on a (mostly) evacuated Sirian base located in Phobos’ Stickney Crater. Gameplay is centered on bypassing colour-coded doors through hacking. To do this, the player solves math-oriented puzzles. I can’t say this was my cup of tea. Math is not my strong point. My hat is off to those who excel at math, but me? It went over my head.

Thankfully, you can always smash through most of these doors with your powered Smart Suit! The catch is that you don’t get any points for doing so. (For what it’s worth, the (Spoiler - click to show)purple door can’t be smashed, but I ended up enjoying the puzzle to bypass it. It’s a translation puzzle where you match numbers with symbols to input the door’s code.)

I’m glad that the game provides a way for anyone to finish the game so they can see the story to its conclusion. My high score?

(Spoiler - click to show)

A sad 5 points out of 11.

This earns Galaxy the rank of Cyborg Hunter.

But if these 5 points mean I'm a Cyborg Hunter, maybe that's not too bad.

There are also materials written in an alien language that can be partially translated, and our translations steadily improve the more we translate. We even start to understand the intercom messages, revealing that the facility is counting down to when Phobos gets fired at Mars. This adds urgency without rushing the player since the game is extremely generous with this time limit.

I will say, Phobos: A Galaxy Jones Story is rather sparse in content. I understand that the focus is on the door puzzles. But the rooms seem so… empty. Their descriptions are brief and miss the opportunity to create atmosphere and/or worldbuilding which could be done without taking focus away from the puzzles.

Story
At first it seems like Phobos: A Galaxy Jones Story is going to be a stark binary of humans (good guys) vs. irredeemable cyborg alien race (bad guys), which is common in science fiction. The game goes in a different direction.

A more accurate way of putting it would be, (Spoiler - click to show)“humans are jerks, and the aliens are tired of their crap,” prompting said aliens to lash out by slamming Phobos into Mars… killing innocent people. Both sides have a hand in the mess that Galaxy Jones is trying to resolve.

There’s not much meat on the bone in terms of backstory. What I gathered was that (Spoiler - click to show)the aliens lived on a temperate planet until their star, Sirius, destroyed its solar system with a solar flare. Humanity came along and offered sanctuary and assistance, only to take advantage of aliens’ desperation by strictly controlling their way of life.

The Sirians have had enough…

…and yet, (Spoiler - click to show)they aren’t the unwavering anti-human faction they seem to be when we first step foot into their base.

Characters
For such a cool character, Galaxy Jones gets little attention in this game, which is in line with the game’s puzzle-oriented nature. I should note that Phobos: A Galaxy Jones Story is an offshoot of Galaxy Jones, a Spring Thing 2023 entry. While I haven’t played that game to completion, it seems to have more coverage on our protagonist.

There is one notable NPC: (Spoiler - click to show)a guard who is also the last Sirian left on the base.

(Spoiler - click to show)

The guard is in the control room, tying up some loose ends. It’s clear that they’re upset with the violent task at hand. Finding and reading their diary reveals that they would love nothing more than for both races to coexist. While they’ve sworn an oath to the Syndicate, they will gladly break it after some light convincing.

They have a really trusting, well-meaning demeanor. I like how the game establishes their personality through the intercom system. The announcements are initially untranslated. But surely it must be practical, technical information, right?

A voice comes over the PA: "Boooooooored. BORED! BORED! ŁłłŁłłŁłłŁłł bored!"

It was endearing to learn that the guard was simply fooling around because they thought the base was empty. We realize that we have things in common. Plus, they are more than happy to team up with us. I was genuinely sad when they die after we help them activate the base’s self-destruct protocol.

Final thoughts
I love science fiction, and while Phobos: A Galaxy Jones Story fits that genre, I realize I’m not its target audience. It’s math-focused puzzles are the main event, and I confess that I caved with them. Because of this, I’m not able to give this game an entirely fair assessment.

That said, the game feels a bit too barebones, regardless of puzzles. I’m not asking for more characters or plot twists or inventory items. But a little more content in the room descriptions would go a long way. And yet, the game still has its heartwarming moments.

If you like math-based puzzles, play this game. And if the premise interests you, play it because you can always smash down (most) doors like I did. Otherwise, it may not be the game for you.

Note: this rating is not included in the game's average.
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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
4 of 4 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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