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IFComp 2025: Saltwrack, October 15, 2025
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This is a masterful example of how minimalism can stimulate readers' imaginations.

Although the game is presented as a horror title, it is better described as a narrative game with resource management elements. You must travel to an abandoned city with two people who have special abilities and carry as many rations as you think you will need. Along the way, you may discover flora that has survived the apocalypse and that you may want to study to understand why the world ended.

Throughout the game, I never felt tense, but the world presented intriguing mysteries and opportunities that made me wonder if I should sacrifice some of my rations or the characters' energy to explore the world. Even when natural disasters occurred and impeded my pilgrimage, I could talk to my partners about their vocations and lives or just go to sleep.

The choices I have taken -- I am an Interpreter, I ignored studying many organisms, and I found something in the middle of the game I couldn't explain -- was certainly less than ideal. I must have missed a lot during my playthrough. There's so much I don't know about what I was doing.

But that is what I find most satisfying about the game: the choices I didn't take made me wonder, the setting feels beyond my reach, there are more stories than what the game can show, and I am awed by how little I know after trekking for 40 days plus.

Saltwrack was a magical experience, and I hope more people play it soon.

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