The Cosmic Wheel Sisterhood

The Cosmic Wheel Sisterhood

released on Aug 16, 2023

The Cosmic Wheel Sisterhood

released on Aug 16, 2023

Immerse yourself in an enchanting narrative experience as Fortuna, a fortune-teller Witch condemned to exile on her asteroid home. Craft your own Tarot deck, regain your freedom, and shape the fate of the cosmic Witch society.


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This game is something special. It's gameplay is simple all things considered, make fortune cards, read people's fortunes, and just basic management type stuff, but the world it builds and the style it has is just unmatched. Soon as I started I just couldn't put it down to the credits and I don't regret that at all. I loved learning about every single character, including the main one, and figuring out how a world of witches work. A must play in my opinion and a game I will revisit time and time again

Brilliant game! Excited to replay and make different choices. Really cool and unique narrative and mechanics

As someone who went into this game with no expectations, The Cosmic Wheel Sisterhood really surprised me. Especially compared to other visual novel-ish games.

The larger weight your choices have makes the game super replayable, the deck building is fun and filled with tons of variety, I love the cast, and it tries to explore themes in ways that feel fresh. It really stands out from its contemporaries.

I wish I could say there weren’t any caveats, but there definetly are some issues. Most of them stem from the last half or quarter of the game, where the plot takes a direction that’s… unique? It’s not totally out of nowhere, but it feels way less intresting than the more chill vibes of before. The characters you meet during this part are also not nearly explored enough for how intresting they could potentially be, and I wish they got fleshed out more.

Even considering that, I still wholeheartedly recommend you play this hidden gem. One that I’ll 100% replay in the future.

A really really lovely visual novel, the entire game is more or less what you'd make of it but I'd recommend going in as blind as possible, the characters, visuals, choices are all incredible and really well varied.
Definitely a game worth relaxing a couple afternoons with.

A fantastic game about spirituality, fate, destiny, and womanhood. It's an amazing game that speaks to who we are in the universe, where we want to go, what we want to be, and how we can reach those goals. It doesn't shy away from hard topics, and helps us understand that, ultimately, at the end of the day, while nothing is our fault, it's all our responsibility.

First, you created your world.

What should a game be? I've never been inside the room when a studio decides to make something new. It's not hard to imagine what it's like to have all the potential in the world in front of you, just waiting to be molded, but rarely is that the most accurate picture of what the creation of anything new on a significant scale looks like. Why would most developers bother asking what a game should be? What it is is set in stone from before they even began: It is a product, first and foremost. This doesn't preclude it being art, even great art—the two categories are not mutually exclusive, even if they are in tension with one another.

But when I sit down and play The Cosmic Wheel Sisterhood, it feels like everything about it was designed downstream of that one vital question of what a game should even be. I feel this way with Pentiment, with Heaven's Vault, with Strange Horticulture, Book of Hours, and Suzerain: It feels like I am standing on the edge of a new world, even while they are inescapably familiar and old in many ways. But so it is for anything new. Nothing springs out of the aether. These games and their designers recognize that what they are is written in their very essence—not merely their code, any more than our DNA is our essence exactly—and that we are the ones who write what that essence can be.

The Cosmic Wheel Sisterhood stuns with its structure. It loosely aligns itself into chapters and acts, following a linear path, but one that is hard to distinguish from the little splits in every direction flattened under the feet of those who were once lost here. That is to say: I had no idea where the game was taking me, but I was eager to follow and see what I could along the way. You build a deck that is not quite tarot. You read the cards for those you meet. You change the rhythm of fate. This is the main connective tissue of the game, but the game doesn't so much revolve around mechanics as it does around the ideas of fate and meaning. Halfway through the mechanical focus of the game completely pivots and you find yourself mired in a political race.

This prospect thrilled me. So often a world is constructed to draw limitations on a narrative when working with something this intimate in scope. It is the jailer: You cannot leave this single location, and the Lore justifies why that is. Here, the world is constructed to shatter the limitations that we are stuck with. If we are jailed, why is that, who enforces it, and how can we interact with the world nevertheless? The existence of the jailer and the jailing society are contained within the jail itself. The smallness of this game creates something that feels so expansive that when you look back at the end, it's hard to believe it's just been a couple hours.

Much of that, to me, is created precisely by the opacity of the game and its mechanics, similarly to many of the games I listed previously. I'll say it: I'm fucking tired of the fetishization of player agency, letting you do anything and go everywhere or whatever nonsense that idea has morphed into. I don't need games to be a world that I live in for exorbitant amounts of time. I love when games have totally inscrutable mechanics and some degree of randomness and lock you out of events and force you to just reckon with whatever decisions you made. Give me severe limitations in scope and options, just make it interesting. Have a vision, for god's sake!

And yet: The Cosmic Wheel Sisterhood's vision is of a world in which you truly construct your own meaning (which is a funny thing to say, given that meaning is perhaps the only pure act of creation that any of us engage in). It is all about agency. There's an idea here about playing the cards you're dealt by recognizing that you get to decide what the cards mean, despite the limitations of each card. But once you lay down the cards, the truth is decided. Fortuna writes reality.

Which is a funny tension, isn't it, the idea that agency is real and you decide what is, but then how could anyone else have agency when you simply write what is? How could even you have agency once you've read the cards? It's that delicious tension that lies at the heart of this game, time laid out flat so that the future and the past and the present are all just here at once when you shuffle your deck. I feel this tension most during the peak of the political campaign when a Cosmic Poet stops by to help you. Such a small thing and still we reach for the cards to generate the poem that we would have written even without the cards, skipping straight to the end that could not have been without all that we skipped over. They call it a paradoxical poem. It's beautiful:

First, you created your world. Waiting on the first beat of a new universe, you float, weightless, timeless, inside the potential of magic. This is what happens when you hold two mirrors together.

A piece of art is almost like a person. You see the fragmented experiential pieces of all that created them: the other. You see the thoughts lifted from your own head and reflected back at you: the self. You recognize the self inside the other and the other inside the self. I think I love this tension of agency undermining itself because ultimately, who gives a fuck? I don't care about whether I really have agency in a game. I just want it to be an almost-person, to be a mirror. I want us to bounce light back and forth between us until it fades away into reflected incoherence, fully subsumed into something new that we've created by staring into each others' abyss. I want it to create something new inside me that will fester and grow until it springs forth into something beautiful.

This is what happens when you hold two mirrors together: You create. The beginning was written in the end, and the end in the beginning. What difference is there, really, when time folds against itself upon the draw of a card?

At the end of the game, it turns out nothing you did really changes anything. It all collapses back into itself, into the fate which you wrote at the very beginning of the game. You were picking a card without realizing that is what you were doing. The strokes of reality had already been drawn from that very moment.

But in-between the strokes you found everything that matters.