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Endymion review, November 25, 2025
by EJ
Related reviews: Iron ChIF

(I was a judge for the inaugural episode of the Iron ChIF event, and this is the evaluation I wrote for that event. As such, it is organized around the scoring categories of Iron ChIF.)

Writing

The writing here is spare but effective, and the simplicity of it makes sense for a protagonist in this kind of survival situation. I appreciated the little looks we get at the protagonist’s personality and history; they are someone who once had big dreams and has been ground down by life, only for a dream to come true in a situation where they cannot at all appreciate it. There are little bits of pathos to it all—the ship named after your mother’s, the radio you can’t afford to fix—but most prominently the PC comes off as tired. They’ve been through a lot, and now something that should be an awe-inspiring experience is just one more thing to deal with.

The game also takes its opportunities to throw in details that make the alien craft feel truly alien—the interiors of enamel rather than metal, the unpleasant color that’s somewhat outside the human-visible spectrum, the mysterious darkness. Even the way they name celestial bodies suggests some complex system that we don’t know enough to understand. It makes sure that what should feel unfamiliar does, which is an important thing for any first-contact type of narrative.

It is definitely a puzzle-forward game with narrative, prose, and characterization as flavoring; the PC’s personal journey isn’t taking center stage here. But it’s effective flavoring, and very tasty.

Playability

I’m biased on this one as a multilingual person, dabbler in linguistics, and lover of language puzzles; I think I had an easier time of it than many people did. But I did like the language puzzle a lot and felt a lot of joy and excitement when getting a new word or finding a new instance of a word I’d seen before that helped me nail down its meaning.

I think the way the puzzles escalated made a lot of sense and I felt triumphant and smart at various moments when solving them. The thing that tripped me up was nothing so difficult as the language, but rather just your basic adventure game stuff. I got stuck for an inordinately long time at the red door, because the game said (Spoiler - click to show)(roughly translated) “turn coil to open red door”, but I was convinced I had to (Spoiler - click to show)touch the coil to the red door or somehow stick it in the red door, and none of the commands I tried to use to make that happen worked, and the hints were of no help… but then, is this the game’s fault if it told me in so many words what to do and I didn’t try (Spoiler - click to show)TURN COIL? Then at the end, I figured out (Spoiler - click to show)what message I needed to send with the device but didn’t realize I needed to (Spoiler - click to show)scan stuff to send it as opposed to speaking it or putting it into the device somehow, and spent a while spinning my wheels on that. Is that the game’s fault? Could it have stopped me from being an idiot? I’m not sure. But it did reduce my feelings of playfulness, whatever that’s worth.

Regardless of my idiosyncratically stupid experiences, from chatter during the play period I get the impression that the puzzles were pitched a little too hard for the average IF player and the hints weren’t quite the ones people needed at times, but I think this is something that would have easily been fixed if playtesting had been feasible.

Design

This game was extensively taking advantage of the abilities of Dialog. The interface for adding or changing translations was easy to use and I was happy to be playing a game in a system that could have that mechanic instead of requiring typing for all of that (or just making you keep track of it by hand). The automap isn’t really a necessity in this small of a game, but it’s a nice convenience.

It also uses options Dialog has for visual styling, with the inclusion of the cover image and light and dark mode CSS. The color schemes mostly look nice and fit the vibe of the game.

(Note: In light mode, the link text/background contrast is a little too low. I think the background could just be lightened a little and that would fix it—that’s what I did with Stylebot, anyway. A very understandable issue, though—I’ve done the same thing when trying to put together two color schemes in a hurry.)

In general, it’s just really identifiably a Dialog game, and for a less-used authoring system I think that’s very cool to see.

The puzzle design is also something the chef discussed during the process, and I think their planning for how to establish, build on, and then twist the puzzle mechanics shows through in the finished product—even if some of the puzzles could benefit from more scaffolding I think the basic structure of puzzle progression is good.

Inventiveness

Endymion clearly owes a lot to its forbears in the “translation game” genre, but it’s worth noting that this is a genre that has very few entries to date. I remember when I finished Heaven’s Vault (before Chants of Sennaar came out), I went looking for recommendations for similar games, and the recommendations were very sparse (and one of them, Tork, is no longer playable anyway). I also think the way that Endymion marries the language puzzle aspect to adventure game puzzling (decipher these messages to learn exactly how you should be manipulating these medium dry goods!) is fairly unusual—it has its forerunners in things like The Gostak but there’s nothing quite like it as far as I’m aware.

The premise of the spaceship crash in a remote location is an old one, in IF and elsewhere (actually, is it meaningfully distinct as a trope from the sea-shipwreck in a remote location, do we think?). But I do think that the goal being communication in an alien language gives the story a different core from many such stories, where the PC might repair the spaceship or devise some other clever method of escaping their situation. It’s a little less about self-reliance and a little more about striving for connection. (Or maybe it’s just about how aliens are cool??? I’m sorry, I have to get on my litcrit BS sometimes, otherwise what did I waste all that time in college for.)

Challenge Ingredient

It’s hard to imagine a dish more suffused with its challenge ingredient than this one. Both the device itself, as a physical object, and the nonhuman language of its messages are absolutely central to every puzzle in the game, as well as to the story overall. It’s integral, you could say, to both the “interactive” and the “fiction” pieces. Ancient Treasure, Secret Spider is a game about a fairy and a weird machine and, well, an ancient treasure and a secret spider, and Endymion is a game about a device that emits messages in a nonhuman language. What more can I say?

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