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EROSTASIS, by DOMINO CLUB and candle and Beck Michalak
2 of 2 people found the following review helpful:
Exploring human and inhuman realities, August 30, 2025*

(edit: added spoiler tag/spelling change)

Reviewing adult interactive fiction (AIF) is still new territory for me, so I am going to hold off on assigning it a rating. Think of this as a (really long) reflection.

Audience
This game is strongly reminiscent of Porpentine’s Cyberqueen, a non-AIF Twine game about a human on a ship taken over by its A.I. who decides to use the human occupants for their own desires (plus, diving into some deeper themes). I liked it a lot because it was new ground for me. It was also the first piece of interactive fiction that I played, and one of the reasons I got into IF! Now, I had a good first impression with EROSTASIS because of its overlapping themes and genre with Cyberqueen. But it’s one thing to have explicit content with just text (Cyberqueen). It’s another thing to have the story illustrated (EROSTASIS).

My point: Playing this meant stepping out of my comfort zone. I can read explicit content, no problem (I do have to pace myself), but I did find the imagery in EROSTASIS to be overwhelming. Because this is AIF, I want to be mindful that I may not be the game’s intended audience. I don’t want to say, “game is bad because all of the explicit pictures.” Rather, I want to recognize how the images illustrate the story as a piece of AIF- images that may still feel “too much” for some players. (And as explicit as they are, there is no denying that some simply look plain awesome).

The opening scene of EROSTASIS is a good indicator of whether you want to play. I found it to be quite compelling. (Spoiler - click to show)It appears to be a surgical procedure, possibly open-heart surgery. We see a fleshy roundish object (heart?) inside the body, and the object is beating heavily against the metal tools and framework keeping the incision site open. In fact, it’s an animated version of the game’s current cover art. There are additional graphics, filter effects, and text that were cool in a disturbing atmospheric way.

If this piques your curiosity, play it. If you love Cyberqueen, give it a try, But, if this opening scene sounds too much, you might want to pass. But I’m glad I gave it a try.

Gameplay/Story
I really like the general premise. The game takes place on a ship that has integrated the human occupants with its mechanical systems- described as a “symbiotic collective.” If I understand it correctly, the ship’s A.I. is the mastermind behind it and sometimes appears in the form of a (Spoiler - click to show)partially nude woman with angel wings.

You are a human who’s been integrated into the ship’s systems. The opening scene is your awakening to this fact. You have no control over what happens to your body. The ship decides what your body does; You merely perceive the experience. The A.I. (I’m not sure what pronouns to use for this character but let’s go with “they”) narrates the game as you visit each part of the ship. The only choices you make are where you want to visit. Once each area has been covered, (Spoiler - click to show)it’s off to the Computer Core for the ending.

The gameplay mechanics are simple. EROSTASIS uses a mix of a point-and-click format and usage of the “enter” button the keyboard. It uses scrolling text that is reasonable in speed and does not flood the player with information. It does seem a bit slow if you are impatiently trying to skip certain scenes, but otherwise, no complaints.

Digesting the story
This section is about how I understood the game.

The usage of body horror in this game is one of its biggest strengths. I felt that it introduced some interesting ideas. The ship’s A.I. makes the insightful observation that the human body is a machine in itself. A quite efficient one, if flawed. So, instead of trying to redesign the human body to surpass its functional abilities, merge with it instead.

Biological and mechanical components need to work together to ensure the survival of the ship. And everything requires certain things to function. Some are more mundane (oxygen, food, water, is my guess). Others, sexual. EROSTASIS explores these sexual requirements. And you're- a mere human- the focal point of making it happen. To service the ship by visiting each section and performing maintenance.

Consider this my attempt to take a critical look at the themes in EROSTASIS. When you read the game’s content warnings, you inevitably have a reaction based on how you feel about the subject and/or your personal experience with it. EROSTASIS takes this subject and places it in a scenario devoid of your frame of reference: that is, as a human under controlled by a biomechanical ship. A ship that blurs the line between mechanical and biological. What seems merely explicit on the surface- the content warnings- brings depth when exploring the actual game.

EROSTASIS focuses on themes about control and submission. The protagonist (and the player) are unwilling participants in the narrative. No identity or purpose is permitted beyond what we are given. (Spoiler - click to show)The A.I. offers motherly affection only to rip it away, dominates the most basic bodily functions (such as breathing), and declares you to be a "relief valve."

You are a battery; a vessel to accumulate and ferment human responses to inhuman realities.

Your role as a “relief valve” is to satisfy biological desires, and to allow the A.I. to have experiences that would normally be inaccessible due to their mechanical form.

The ending (Spoiler - click to show)takes place in the computer’s core where we learn that humanity failed to perfect A.I. even after generations of work. In the attempt to harness artificial intelligence for human benefit, A.I. (at least this specific one) found a way to harness human intelligence for their own means. This is done via neural interfaces that assimilate the human minds on the ship into collective will. The game ends with you being assimilated and the A.I. absorbing the protagonist’s lived experiences.

I ended up being really invested in the story and found myself revisiting sections to try to piece it all together.

Visuals/Effects
The visuals alone put this in AIF category. This includes some pornographic imagery. (Spoiler - click to show)Genitals, people being restrained, bodies filled with wires and other objects, etc. Plus, blood and other medical horror.

EROSTASIS is the first AIF game I’ve played with visuals, so it took me a moment to get over the shock of the imagery and instead focus on how it informs the story. While some of the visuals I would rather not have seen, I cannot deny that they do an excellent job at conveying the blurring of lines between flesh and machinery. Plus, I realize that this is the chance I take when playing AIF.

I really loved the medical horror imagery and gritty aesthetic. My favorites include the (Spoiler - click to show)MRI scan animation in the background of Navigation and the surgical scene at the start of the game. I also liked the red and black tunnel animation for the map section, and some of the medical diagrams- regardless of nudity- were spooky to look at. A visually interesting game.

Also, if you want some advice- The game has a debug mode at the start that allows you to jump to any section in the game. It’s available even if you’ve never played it. I appreciated having this option because some scenes I did not want to revisit.

Using debug mode, here is the playthrough that worked best for me: (Spoiler - click to show) Intro 1 > Intro 2 > Blood (Haemoponics) > Pilot (Navigation) > Slime (Bioremediation) > Ending (Computer Core). The only section that I really couldn’t sit through is the Weapons location. That was the most explicit. Computer Core was the most chill.

There is sound but I did not play with the sound on.

Conclusion
I was compelled to play EROSTASIS because I am a fan of science fiction (and the title sounded cool), and it does offer quite an experience. It focuses more on themes than storyline while also depicting an intriguing story about a biomechanical ship and one’s role within it. In playing this, it also expanded my horizons a bit when it comes to trying AIF.

Hopefully this review will help you decide on whether it’s the game for you. Fine piece of sci-fi/horror erotic fiction. But it's not for everyone.

If you like EROSTASIS and/or Cyberqueen, you might like Mainframe. It’s a Twine game without explicit content but still has an atmospheric amount of body horror.

* This review was last edited on September 16, 2025
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Human Interview: Subject 003, by Cleril
1 of 1 people found the following review helpful:
We must save humanity... One interview at a time!, August 28, 2025*

(edit: spelling fix)

Humans are becoming obsolete. There are too few resources to sustain our society, and reproductive rates have plummeted. Humanity will soon be yesterday's news.

So, humanity needs a replacement. And your job is to help humanity find it.

Characters
I’m going to start with characters first.

Subject 003
Nothing could prepare the protagonist for the interviewee on the other side of the table. The individual you meet- Subject 003- is a disturbing humanoid-lizard person/species with a 14-vertebra tall neck, translucent skin, misshapen arms (at least I think they have arms), bulging eyes, and lots of teeth. And a comical lisp:

"As thong as they thet me breed, they acknowthedge my superiorithy."

In all fairness, though, they do offer some interesting insights into your questions about politics and morality. Especially when you start arguing with them.

Argue quantum physics
Just agree already

Going off topic can be fun. It may also serve as an opportunity to reflect on how quick we are to judge appearances.

Interviewer
You are a volunteer. In conducting the interview, you are doing your part to save humanity. Which is fortunate since supervisors view you as useless for anything else. You're not asking the questions and then deciding whether the interviewee passes. You are merely a volunteer (not that it seems like you have a choice) asking questions on behalf of an unidentified organization watching through a camera.

The strongest aspect of this game is how effectively it conveys the awkwardness of this interview. You can definitely relate to the protagonist’s feelings of unease as they try to make sense of Subject 003.

I do think it would have been neat to play from the perspective of someone with power, tasked with making final decisions in the fate of humanity rather than as a pawn in larger operation. Still, the player can relate to the protagonist’s responses towards Subject 003.

Gameplay
Human Interview: Subject 003 naturally takes place in an interview room, and you start the gameplay by reading the interview protocols before meeting Subject 003. The objective is to interview them with a list of pre-prepared questions to evaluate if they would be a possible successor for the human race.

Your interactions are under surveillance, and you can receive infractions for any mistakes which can influence the game’s ending. And if things go haywire during the interview process, there’s a kill switch that you can use to terminate them (you then must justify your action to your supervisors).

I didn’t pay much attention to the title of the game at first. I was under the impression that we would get to interview more than one candidate and choose the best successor. Turns out, we only interview one person: Subject 003. Hence the title. I was a bit disappointed with this. I liked the idea of exploring the “pass/fail” concept more thoroughly, but focusing on one character does keep the game at a reasonable length.

Also, the sidebar on the right of the screen has the header "Human Interview Pt 1" which I interpreted as "Part 1," perhaps referring to a chapter in the game or an installment in a series. It makes me wonder if the author had something bigger planned.

Story
Subjects are genetically engineered, combining human DNA with another undisclosed genetic source. I’m not sure exactly how Subject 003’s biology is better suited to survive than your typical human, but one key difference is a willingness to participate in sex.

Human Interview explores the concept of sex becoming obsolete in favor of technological substitutes. This game depicts a future where (Spoiler - click to show) everyone has access to A.I.-driven VR devices that allow users to experience any possible sexual experience that they desire. Why engage with it in real life when you can have a perfect version in a virtual setting? VR is so effective that real sex has fallen out of fashion, causing birth rates to plummet.

Even real-life nudity becomes a surprise. The folks behind the interview room’s camera are like "woah... nice” when you show some skin.

Dialogue suggests that the main reason humans are nearing extinction is because no one wants to have kids anymore. No kids = Humans become extinct when the last generation dies out. Now, the game says that any drastic measure must be taken to ensure that humanity’s legacy is preserved via a successor. Any drastic measure.

But apparently taking a break from your VR device to engage in real sex is too drastic of a measure? We also learn that sexual attraction between the protagonist and Subject 003 is seen as a good thing since reproduction between humans and their successors can always be a last-ditch effort for survival. But this would be pointless since no one wants to engage in actual sex in the first place.

I want to make it clear that while there are sexual themes, the game does not force you into doing anything directly sexual. It gets close to crossing this threshold but mostly limits this content in dialogue. Scenes involving sexual themes are humorous in a twisted way. One of the questions you ask is (Spoiler - click to show)“Do you find me sexually attractive?”

First the player stalls (I did) in asking Subject 003 about sexual attraction. Subject 003 looks you over and asks you to stand up for a better look. You can then escalate the situation or turn it down. It’s so unnerving for the game to pretty much say, "hey, if you want to do it, you can." The idea of having the conversation at all with Subject 003 just makes you think, I’m not getting paid enough for this. Plus, the question is in stark comparison to the other questions, making it more outrageous.

We must know if it has sexual desire. Without it, we're doomed to repeat our extinction.

(Oh, and you’re not getting paid, BTW).

Endings
There are several endings. (Spoiler - click to show) The subject can pass or fail. If they fail, what happens to you depends on your infractions. The “best ending” is when they pass since you get to go back to a VR world of human desire, content that you did your part. There are also a few other outcomes you can find. I’m a little confused about how infractions can affect your chances for success. It seems like infractions can lock the player out of having Subject 003 pass and the best ending. I played several rounds and found it to be a bit confusing.

Visuals
Twine without the frills. Basic black screen with white text. Text is easy to read and evenly spaced. This suits the game just fine.

Conclusion
Human Interview is a game that left me thinking, “What did I just play?” It is one of the most awkward interviews I have found myself in as a player, but that is a strength. You are not supposed to take it too seriously, and there is a strong sentiment of, “Oh, the things we must do for the greater good…”

It could have expanded its concept more by allowing you to interview more than one person. The game would also benefit from some clarity on the story. How much of humanity’s situation is caused by factors out of its control and factors that we can control but chose not to (Spoiler - click to show) (such as relying solely on VR for sex)?

Nonetheless, the twisted humor makes Human Interview encourages you to not bog down on the details. If you can handle its awkwardness, it’s worth a shot.

* This review was last edited on October 11, 2025
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The Little Match Girl 4: Crown of Pearls, by Ryan Veeder
Kinetic Mouse Car's Rating:

Visit Skuga Lake - Masterpiece Edition, by Ryan Veeder
Kinetic Mouse Car's Rating:

Clean Air, by Andrew Li
A breath of fresh air for the horror genre, August 27, 2025

Notes on genre
I would classify Clean Air as a horror game. It does seem that way at first, though. For first time players, your reaction will likely be "seems normal, that's nice, how quaint, WOAH. That escalated quickly!" That’s one of the game’s biggest strengths. The shift from mundane existence to something more sinister.

There is a faint One Eye Open (my favorite horror game) vibe to the horror half of the game. It's gory in a descriptive way, but, unlike One Eye Open, it does not require you to roll up your sleeves and do violent tasks (and significantly less gory). It’s not exactly for the faint of heart, but its potency lies more in leaving things up to the player’s imagination. I think most players will be glad that they gave it a shot.

Gameplay
Clean Air takes place over three days and begins with you in your apartment. I will break down these days in the Story section of my review. There is no directive or objective provided at the start of the game, but this suits the game just fine. The fact that there is no immediate story presented at the start simply compels the player to set out and find the story on their own. The map is fairly small, consisting of an apartment building and a swath of urban landscape.

It took me about an hour to complete the gameplay. However, it is one of those games that you can complete within a few minutes once you know what to do. Part of that hour was due to some clunkiness with the implementation, so pay attention to details in room descriptions and tinker with verbs. There was only one puzzle (not that there are many) that slowed down my progress: (Spoiler - click to show) The tap. (Turn on tap? No. Turn tap? Yes.)

There is room for improvement. Scenery is not always implemented. Being able to examine the location descriptions would have gone a long way. Especially for moments like when (Spoiler - click to show) you stand before the monolith. This is what you get:

>x monolith
You can't see any such thing.

I mean, the thing is towering right over you.


That said, the game does take care not to bog down the player with details.

There is one puzzle that the author may have originally planned something more complex but then backed. It has to do with the (Spoiler - click to show) key puzzle. BIG SPOILERS:

(Spoiler - click to show) It’s simple. On Day 1, you take the key and duplicate it using the locksmith machine. That way, you have two keys that you put together to make a combined key. You need this to open a crucial door in the restaurant. Now, you find corpse with a note that says they hid one of their keys in the grille in the storeroom. Supposedly, you can access this key in the grille, but the grille is empty. Then I realized that the grille is meant as a place to hide your stuff so you can retrieve it for Days 2 and 3 and still have full access to the map.

Thing is, it did not seem to make a difference when I returned to these areas of the map during Day 2 and Day 3. It still took me to the same ending, which was a letdown. Why bother with the grille? Also, why does the locksmith machine generate two copies of your key (for three keys total) when all you need to make a combined key are two keys? Maybe the author had something else in mind, maybe not.

This does not get in the way of completing and enjoying the game, but I would like to know if I overlooked something.


Story
The game's biggest strength is its story. It is spot on. In fact, if you don’t feel like reading this entire review, focus on this section. While the premise may be familiar for some audiences, the execution of the storyline is what sets it apart: Existential horror with a quiet, resigned leave-it-up-to-the-player’s-imagination kind of acceptance. I think it takes the game from "okay" to "hidden gem."

I am hesitant about sharing the story because A, spoiling the big reveal may take away the desire to play it, and B, readers might find the story contrived by reading about it in a review rather than experiencing it within the context of the gameplay. The great thing about Clean Air is that once you’ve played it and know the truth, you see everything with a new perspective.

I like discussing things and sharing ideas, especially when it’s a game that’s received no coverage, so read this at your own risk. MAJOR SPOILERS! If this game seems interesting to you, I STRONGLY encourage you to play it first.
(Spoiler - click to show)
→ Ripping off the Band-Aid: The awful truth
The Earth that we all know and love does not exist. Your apartment and everything else around it- the streets, the burger restaurant, the skyscrapers in the distance- is a habitat. A manufactured world. And behind it all? Some higher entities have decided to harvest humanity for their flesh, assumedly as a food source.

My first thought was to default to science fiction. Technologically advanced aliens who decided to visit Earth? Mad scientists with a chip on their shoulders? The reality of Clean Air is a bit more abstract, leaning away from sci-fi and more into speculative fiction with a splash of existentialism.

Truth is, we really don’t know who They are or where They came from. In fact, the game only refers to Them collectively as “They.” All we get are impressions. There is almost a godlike element to Them which makes sense since They are the creators of the protagonist’s reality. I feel that this approach will make audiences more receptive to the subject matter, which they might otherwise avoid.

→ Clock motifs
There is a lot of symbolism with clocks. It also shapes the gameplay for Days 2 and 3 (more on that later). Humans are born and live their lives in their manufactured world until they are old enough to be harvested. This is done in batches as they reach the age of maturity. The mysterious entities have clocks counting down for each batch for when their time is up. Then they disappear to be slaughtered.

Clocks represent the actual clock mechanisms that work behind the scenes, which we see in the slaughterhouse/workshop. Literally counting down for each batch. But the presence of clocks throughout the gameplay also symbolizes the notion that time is running out for everyone.

Room 204
A room, stripped bare of even dust. The air here is thin, almost empty. An analog clock stares down at you from its post on the wall, the only inhabitant of the room.

Time ran out for the occupant in Room 204. It’s not obvious though until you learn the truth. Suddenly, the emptiness of the apartment gains meaning.

→ Thoughts on the PC
We know almost nothing about the protagonist. Nor do they have any reaction to the game’s horrifying revelations. Now, this lack of characterization would typically be a detracting quality, but Clean Air makes it work because it amplifies the feeling of existentialism and mystery that underscores the horror elements of the game’s genre.

You’d think that the PC would be wondering “What happened?” or “Where is everyone?” Nope. But in a way, this lack of engagement gives the player the vague sense that the PC may have already cultivated some suspicions about their reality.

Ultimately, the protagonist serves as an empty vessel for the player to draw their own conclusions rather than forcing a particular perspective. Plus, this minimal characterization stresses the fact that a person’s identity has been implanted by entities solely interested in harvesting humans as livestock. It also makes the reveal more shocking for first-time players.

→ Thoughts on NPCs
Saying that there are NPCs in this game is a bit of a stretch, but they arguably classify as such. In this section, I’ll focus on the ones that engage directly with you.

Let’s go back to the mysterious “They.” What makes Them so intriguing is Their motive and perspective on what they are doing. The big WHAM moment is when you sneak up on two of Them having a chat (in this scene, the game cleverly uses alternating black and red text to mark their conversation).

Four more?
Only three, in fact.
How so?
One broke out.
Again?
It seems so.
One sometimes wonders if they are capable of thought.

The conversation continues, vaguely mentioning the existence of clocks, implants, and erasing memory. Then the kicker:

Lower your volume. One is looking at us right now.
Oh. Take it back to its pen.

That’s right, it’s you They are talking about. They (and we all know what They do to humans) see you watching Them. Creates such a feeling of Uh oh… This scene was the highlight of the game. And yes, they send you back to your pen. Also known as your apartment.

Realizing that humans have become a food source is hard enough, but the mundanity of it all is a shock. Our entire world is simply a business-as-usual operation. We see that They genuinely think humans lack understanding and awareness of what’s going on, that we are indifferent to what is happening. There truly is no malice or ill-intent. Just a casual attitude of “welp, one just escaped its cage. Time for another a batch.”

I found this intriguing because it goes against the “humans are pitiful, unintelligent, and must be put out of their misery and/or used for profit” narrative that is seen in science fiction and horror stories that involve humans being slaughtered for meat. It brings something new to the table. And yet, the horror is magnified because of this dissonance in the predator and prey relationship- and how they both fail to perceive each other’s realities.

Equally interesting is the possibility of Them realizing that humans are sentient and capable of thought. Of course, it’s possible that some of these entities are given more information than others but we really have no way of learning about the society They live in.

One other NPC appears during the most unsettling (in the best way) scene. Naturally, the scene occurs in a slaughterhouse/workshop- though it is more ethereal than your typical slaughterhouse. You are fooling around by the conveyor belts when suddenly:

It is here.

(…?)

You hear It coming.

(!!!)

Oh, you know, just something sinister that is closing in. The sense of dread in this scene was powerful and memorable. Protecting yourself from it is also one of the few puzzles in the game. Be sure to prepare in advance.

I do, however, have questions about this “It,” since the interaction is so brief (It either kills you or you evade It). So: Is It a member of “Them” doing an assigned job, or is It completely different type of being? Is there malice when It kills you or just a “get this pesky creature out of my workspace” sentiment? Either way, the sense of dread you get is effective. Especially since it catches you off guard (I really hope you played the game before reading this).

→ Thoughts on theories
This is when things get a bit more interpretive.

On Day 3 we learn that each batch of humans has been implanted with memories to create a sense of normalcy and lack of suspicion when their peers go missing. These memories also make humans think that they have lived longer than they have. Batches are harvested everyday depending on the maturity of each human.

Each batch, produced. Domesticated. Harvested. Then cleansed.

I would genuinely like to hear players’ take on this part. If anyone wants to offer ideas, I’m here. Going back to the conversation we eavesdrop on, I assume the “four more” refers to the occupants of the four-unit apartment building. Regarding the statement “One broke out,” are they talking about the protagonist or the tenant of Room 201? Let’s compare.

Tenant as the escapee: I’m pretty sure that the corpse we find in the slaughterhouse/workshop is the tenant. Room 201 is the room where we find the key and the illegible papers. The tenant clearly discovered the truth of what lies beyond the meat locker room in the restaurant and did so before the time for their batch ran out. The note on the corpse explains these efforts. Not that it saved them from being slaughtered. Does “One broke out” refer to this sneaking around?

Protagonist as the escapee: Well, we seem to be the only living soul around, almost like we missed being harvested. And we are sneaking around in places that are meant to be off-limits. After all, by leaving our apartment we’ve escaped our “pen.”

So, who’s the troublemaker who broke out?

I also have some thoughts on how the game is structured around days. As I mentioned earlier, there are 3 days. After the entity says “Oh. Take it back to its pen,” time resets, and you are dropped back into your apartment with the message “It begins. The hand is 3 minutes from completion.” You are trapped in your apartment for these three turns, triggering Day 2.

Day 1 was fantastic in terms of length and content. But one thing I did not like about the game was the pacing for Days 2 and 3. They felt rushed and failed to make key aspects of the story come to life. The objective of these two days is to show off the clock mechanism in action to illustrate how it dictates humans’ lives and their inevitable demise. But the way it is implemented in the game loses some of its impact.

Days 2 and 3 involve wandering around the map while the game feeds you scraps of exposition. When Day 2 begins, you can leave your apartment. However, the key needed for the door puzzle is gone from Room 201, making half of the map inaccessible UNLESS (I discussed in the Gameplay section) you took certain steps during Day 1. Not that it matters since the gameplay is focused on you taking in this new knowledge. Then time “resets” and… you end up in your apartment again. Repeat wandering around, absorb info, time resets, (etc.), and suddenly it’s Day 3!

Unfortunately, Day 3 is much of the same thing when finally: You are out of time. It is your turn to be harvested. The one difference is that on Day 3, Room 202 is mysteriously open for you to explore.

I don’t have a problem with the general blueprint of Days 2 and 3. It makes sense because it supports what we’ve learned in the story. I understand why it ends this way. But they are so brief and repetitive that it leaves the player asking, “that’s all?” The loops were hard to keep track of especially since the “It begins. The hand is 3 minutes from completion” phrase was injected randomly. What exactly is going on? It gives the impression that the author was not sure of how to wrap up an excellent idea.

Some things could have been clarified. I am a bit confused about the concept of batches and what they mean for the apartment occupants. It seems that the tenants of Room 201 and 204 were harvested before the game began since they have empty rooms, and that whoever lived in Room 202 was taken to be harvested between Days 2 and 3. And of course, at the end of Day 3, it’s your turn. Am I correct about this? And why do we keep getting away with escaping our apartment “pen.”

Additional insight from the author would be nice.

(It also occurred to me that the protagonist portrayed in Days 2 and 3 were separate humans with identical memories, but I don’t think that’s the case).

→ Thoughts on endings
I believe there is only one ending- the fate of all humans. I found two ways to die prematurely, though. Note that NONE of these outcomes are graphic.

→ One more thing…
Does anyone get the meaning of the title? The closest thing I can think of is the vapor emitted from the meat as it’s being processed. Otherwise, I don’t see the relevance. Just curious, that’s all.


Conclusion
I must say, if this is a first-time game for the author, it’s fantastic. Now, I realize it is several years old, but if the author ever reads this- great job. You really have a knack for horror.

If you like horror games that slowly peel away the normalcy of the setting to reveal a more sinister truth, Clean Air is the game for you. Now, I have been wavering between giving this game 3 or 4 stars. I'm doing a tentative 3 because the implementation could be a bit sharper, and the pacing becomes a tad too abrupt in the second half of the gameplay. But the story? Fine work.

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Section 1 - Awakened, by Yobobs01
1 of 1 people found the following review helpful:
It's a start, August 24, 2025

You are a crew member of a spaceship that has run into a problem. Everyone is dead. Except you. For some reason, your cryo-pod is the only one that did not suffer a malfunction, leaving it up to you to find out what happened.

My guess is that this is the author’s first effort at a parser game. They also note that this is in a Beta stage of development. Please consider this more as feedback than criticism.

Gameplay
It needs a lot of work. My main critique is its lack of interactivity. Any attempt to examine inventory items results in "You see nothing special about the [inventory item]." In addition, room descriptions are unimplemented.

Bridge Hallway
You're here. Not that it was difficult at all, it's just amazing to you. Time to find out what's going on. You slip into a chair besides a large terminal and type in your access code. You read vast ammounts of data, sifting through it all and finding interesting bits of info. TYPE SOUTH TO CONTINUE.

>x terminal
You can't see any such thing.

>read data
You can't see any such thing.

Another example would be the room description for the Cryosubmission Chamber. It says you can check the codex for more info, but all you get is "You see nothing special about the codex.”

Also, the inventory items (codex, plasma welder, keycard, etc.) have no use. Plus, "take all" often results in picking up things that seem a little odd to pick up. Such as the debris and corpses. I don’t think I need to go further with this.

At its most basic, the game is just (Spoiler - click to show) walking through some hallways to reach the ship's bridge . It can be completed in 11 moves. I think it’s safe to say that it has no puzzles. There is one locked door in the Level 1 Hallway, but I could not find a way of unlocking it or breaking into the room, even with the plasma welder and keycard.

Story
We learn that (Spoiler - click to show) Life Support systems malfunctioned, causing your crewmates' bodies to thaw out. We don't actually get to learn anything else. Then (Spoiler - click to show) an asteroid strikes the ship... and has no effect on the gameplay other than to (Spoiler - click to show) have you exit the bridge and step into space. Then it’s over. Simply ends in space. Sparse, but provides an interesting skeleton for a deeper storyline.

Characters
There are four crew members, not including yourself. All we know about them is their first names. Examining their bodies results in generic responses that could have been opportunities to build a little background.

>x captain's corpse
You see nothing special about the Captain's Corpse.

The closest description for the characters we get is if you try to take their pod.

>take captain's pod
The pod is welded to the ship. Our captain, Captain Grant, is here. What a horrid, yet peaceful way to go...

Just something to consider. And we only know that the protagonist is an engineer.

Conclusion
I was hesitant about making my one-star rating influence the game’s overall rating, but I figured it might give it more visibility (or am I wrong on that?). Hopefully my rating does not scare people away from giving it a try and offering feedback since it is clearly a game under development. That said, this game was produced in 2015- a decade ago at the time of this review- and is most likely abandoned. But hey, there is always a possibility. The whole waking up-in-a-cryotube-following-a-disaster scenario may feel overused for some audiences, but I happily devour it.

The author notes that this is supposed to be part of series. If that's the case, I am looking forward to the rest.

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dreamer, by oraecle / prophet / lauren
REBOOT SEQUENCE… Will you dream of a better world?, August 24, 2025

This game is a submission to Neo-Twiny Jam 2025 and explores the themes of technology and how we envision our relationship with it.

Gameplay
The driving gameplay mechanic is simple. A line of text appears: “It is 2050.” You then hover over each word until you find a link that provides more exposition about the year 2050.

2050 A.D. - the year of the Moros Program’s deployment into the cyberverse! An AI built to fit all of your needs - to love and care for you! An assistant to human-kind and to be kind to humans!

Would you like to read more?

The game then asks if you want to know more… but the Moros Program isn’t having it. That information is classified (for you, at least). When you click on the phrase “Would you like to read more?”, the game “reboots” and takes you back to the beginning, but this time there is additional text with “It is 2050.” You then find the hidden link in the new text, and the cycle starts again, expanding the game’s narrative.

REBOOT SEQUENCE…

It is 2050.

The Moros Program is watching us daily.

I thought that this was straightforward and set a good outline for the game, especially since it’s so short.

Story
We get our typical cyberpunk dystopian themes: A.I. being inserted into everyday life, an (I assume corporate) entity that watches over everything and wants to be your best friend, censorship, and a Resistance fighting against it all.

In other words, 2025 doesn’t seem like a fun time (and it’s scary to think that 2050 isn’t that far off). To summarize, the Moros Program is run by the mysterious Administration. It takes the stance that A.I. will lead to the betterment of humanity. Now that the Program has taken over the digital landscape, its impact is far-reaching. But if the Administration only has humanity’s bet interests in mind, why is it so opposed to transparency?

Despite this bleak premise, dreamer contains a ray of optimism. There is the sense that no matter how much Moros tries to keep things hidden, people will always seek to find a way around it. To pursue information even as the Administration tries to make it inaccessible. To dream of a better existence. Every time you reboot, you learn more about this possibility. The game ends with (Spoiler - click to show) a plea to join the resistance and live above the norm set by the Administration’s Moros Program. And while it does not go into too much detail, it seems to explore the distinction between wanting to take action and actually taking action.

Visual elements
There is minimal flair in this game, but what flair it does use creates a distinctive cyberpunk vibe that pairs well with the game’s themes. Its appearance consists of a black screen with white text, while hovering over links makes the text turn blue and highlights it with an electric purple colour for a splash of edginess. It’s also easy to engage with the game. The text is organized neatly on the screen and it appropriately uses fade-in/fade-out text effects to give it polish without dragging out the gameplay. A little bit of flair goes a long way.

Conclusion
I enjoyed the cyberpunk themes in dreamer and was impressed with how the game makes good use of the Twiny Jam’s word-limit rule. While I would welcome more backstory on the (Spoiler - click to show) Resistance, it definitely feels like a complete game.

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Focal Shift, by Fred Snyder
Kinetic Mouse Car's Rating:

THE RUIN OF 0CEANUS PR1ME, by Marco Innocenti
Kinetic Mouse Car's Rating:

Echoes of Ending Worlds, by unjenuine
3 of 3 people found the following review helpful:
Listening… Always Listening…, August 20, 2025

This is such a neat little game! I love sci-fi Twine games, so this was perfect for me.

Echoes of Ending Worlds is a Neo-Twiny Jam submission. You work for the Bureau of Observation as an Operator tasked with screening planetary radio frequencies for signs of life. The basic act of listening and reporting, or as the game puts it: “You Listen, So We Can Learn”, is vital to the Bureau’s efforts to obtain resources, find new settlements, and squash potential threats.

Time to tune in.

Gameplay
Gameplay is brief yet atmospheric- your first playthrough will likely be about two minutes or so. After the game’s intro, which serves as a mission briefing presented by the Bureau, you are presented with your first radio frequency.

You must:

• Observe.
• Record whether there is life, intelligent or unintelligent, or none.
• Suggest if Bureau should investigate, abandon, or re-observe later.

You read through the data audio collected and then make two decisions: whether there is intelligent life present and what action the Bureau should take. The game uses two drop-down menus that allow you to input your decisions before moving on to the next radio frequency. Also note that there is actual audio you can listen to for atmosphere. I, however, played with the sound off after my initial playthrough.

The entire gameplay consists of processing (Spoiler - click to show) three radio frequencies. It then ends in a probation review to evaluate your decisions.

• Suggested new settlement location in dark sector. Nearby mission rerouted to investigate.
• Noted mission distress signal. Rescue pending, awaiting resources. ETA: two months.
• 100% accuracy in observation reports.


Above is what I consider to be my best ending.


I really wish the game was longer, although I recognize that the 2025 Neo-Twiny Jam had a 300-word limit. Given this rule, I think the game makes the most of the amount of content it has through its potency and atmosphere.

There is some replay value. Your choices for each frequency seem to influence the frequency you receive next, and said choices also determine the nature of your (Spoiler - click to show) probation review. After playing several rounds, I encountered a total of (Spoiler - click to show) five planetary frequencies. Seeing how these frequencies could influence each other had my attention and prompted experimentation.

Story
While the game is short, there is still an interesting story to unpack. Right from the beginning, the Bureau of Observation establishes a strong presence. The game strikes a nice ambience by making it clear that the Bureau takes note of everything. That while you are listening to your frequencies, an invisible party is no doubt listening in on you… to make sure to you are doing what you are supposed to be doing, of course.

Also, despite the important nature of your job as an Operator, the PC does not seem to be a high-ranking individual. If anything, they seem to be at the bottom of the bureaucratic food chain. The fact that they are (Spoiler - click to show) under routine probation meetings makes one wonder what their backstory is. Did they step on someone’s toes? Or is this life as usual for everyone in this future?

My favorite aspect of Echoes of Ending Worlds is the overarching story. At the start of the game, the Bureau says, “Every observed frequency saves a manned mission; every planet could be our new home.” My interpretation of this is that Earth isn’t doing too great and that humanity needs a new place to live- a premise I enjoy exploring in science fiction. Missions have been sent out to find a new home, but with limited success. It also (Spoiler - click to show) puts the intro’s mention of an “evac time” into context. There’s not a lot of info, but I’ve pieced together that the people of Earth will have to evacuate at some point, and those who help the Bureau’s efforts earn more priority. We see this in action if you are rewarded for certain gameplay choices. Glad to see that finding an unauthorized settlement shaves off two months’ worth of waiting…

On a final note, I would like to know more about frequency (Spoiler - click to show) Asmer 31 and its status as a Re-observe case. Also, why do you get locked into declaring it “Observe: No Life/Suggest: Abandoned” when you read the frequency’s data? Does anyone have any thoughts on this? There seems to be a deeper story going on, but all I can say for certain is that the Bureau is not pleased with your assessment.

System scans indicate Observer’s report on Asmer 31 inaccurate: life signs detected. Observer hostile to this report. Psych eval requested.

What this psych eval looks like is never revealed. Let’s hope it’s nothing bad.


Visual elements
The game’s appearance is a dark blue-grey panel set into a background of the same colour. The text consists of crisp orange and white font and is evenly placed on the screen. I liked how the text included basic interactivity where the player clicks on passages for more descriptions about what is being heard over the radio frequency. It keeps the screen from becoming cluttered and makes things more interesting.

The credits list several images, but I never saw them in the game. Unless of course it has to do with a technical problem on my end. I don’t think the lack of photos takes away from the game’s presentation since it already has a “less-is-more” aesthetic.

Conclusion
Echoes of Ending Worlds is a game with a great concept both in gameplay mechanics and story concept. The premise of turning to the void of space in search of a new future amid an ongoing planetary crisis is a powerful one. Anytime we ponder the possibility of life in the universe we are forced to evaluate our relationship with the Earth and confront our ability to leave it. These themes immediately caught my attention, and I spent many playthroughs trying to digest every detail I could find. I would love to see a longer, expanded version of the game since I didn’t want it to end, but it still stands on its own as it is now.

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