Reviews from

in the past


To tell a lie, you have to know the truth.

Sabe bem evocar mistério e falar muito com pouco. Porém, sinto que a estética anime (não apenas presente no audiovisual, mas bem notável na escrita) me alienou um pouco. Seja preconceito ou não, em partes senti lampejos de algo que poderia ser brilhante, em outras senti apenas sinônimo das várias interpretações “cristianismo mas dessa vez x é y” que tanto se vê na mídia japonesa. Tenho certeza que há muito aqui, só não tanto que colará em mim.

Tomorrow won't come without a friend.

A tale of two strangers: Ori, an unwavering member of the Choir, a religious organization with a strict dogma; and Rem, a skeptic who regards the world with caution and questions everything he sees. On a journey through a monochromatic purgatory, their interactions reveal to us an Earth that has stopped turning. A world where humanity has peaked, seemingly both physically and mentally invincible, where the past is forgotten and the people live for their faith, but yet, is haunted by manifestations of our collective past traumas. Our two actors are intertwined, two halves of a whole, faith and doubt: the labor of practicing and believing in dogma, but the lingering doubt of the rules you've lived by buried deep within.

Tomorrow won't come without faith.

The through line for TWC's story and characters is that of religion and trauma. A world that has seemingly healed on the outside, but is still haunted by specters of the past. A world ruled by a institution that instills in its followers a devotion to tomorrow and a rejection of the past, yet who's tools are all related to reliving it. Ori's welcoming embrace of the future, versus Rem's desire for the familiar. The world's steadfast belief in tomorrow, at the cost of their ability to dream of anything better. The absolute faith in a future without ever truly accepting the past, only scrubbing away the undesirable to maintain the illusion of perfection.

Tomorrow won't come without sacrifice.

The Choir seeks to eliminate the Celestials: the errors of humanity, the physical remnant regrets of our species. But they only came about because humanity tried to reach our apex by erasing their existences within ourselves. They are trauma without a host. When we removed our unseemly qualities, they had no where else to go. To err is to be human. To regret is to be alive. Our past is what makes us human, and so do our flaws. We cannot scrub away the unsightly with blind faith, but we can learn to accept ourselves. Only once we can do that...

...Tomorrow will come for humanity.

I wish I got as into the story on this one as much as some other reviewers here because I have to say, I enjoyed some of y'alls reviews more than the actual game here. What I will say is that I'm baffled by the choice of including puzzles in this game. The game is relatively short, taking around 2 hrs to finish, and the only thing hindering progress are a handful of puzzles which as far as I can tell don't really add to the story. I had to look up the solutions for two of the puzzles, and I'm also not a huge fan of games that hide their "better" ending behind some obscure knowledge that most will use a guide to find. I think I would have enjoyed this a lot more as a short story because it doesn't really use the medium to its advantage here. In fact, its insistence on implementing commonly used elements of the medium actively hurt it.


This review contains spoilers

There's some neat stuff in TWC. There's legitimately lovely artwork, the surrealism of it all is quite lovely, it well establishes a weird world and some likeable characters very well in it's short runtime, and the story is, whilst kinda wishy-washy, engaging enough to carry it through it's 50-minutes or so of stuff to do.

But it's also hamstrung from some very weak structure and seeming to straight up borrow tropes of the RPGmaker adventure/thing genre without really putting much thought into it, and i sadly feel it fails as a result.

The main elephant in the room is the puzzles. They're blatantly terrible and add basically nothing to the game. Obviously in a game this short there's not many of them, but they just add nothing to the story and generally feel like a bit of a weak way of the characters making progression. There's a few story tidbits within them but I do feel it takes away from the story for the dumb puzzles to be the progression for the most part rather than some growth or progression within the characters.

The RPGmaker presentation also feels a bit underthought. For what's otherwise a very engrossing world the menus and text boxes in particular are great at pulling you right out of it, and I'm not convinced a top down perspective with Pixel-art characters was the best way of doing it. It clashes with the lovely art pieces quite hard and just kinda makes me wish the game was a point and click or something in that vein where I could really fall into it all. Because when the art is on screen, its legitimately very pretty and surreal in just the right way.

There's also the pointless inclusion of a secret ending by doing some random stuff that isnt really signposted because idk, it's a trope of the genre. The secret ending is pretty important and I feel the whole thing could have been better incorporated into one more satisfying concluison but whatever.

Even with all those issues, it would probably be pretty good. It's short, cute, kinda interesting and the two core characters are great. BUT THEN.

So at the end of the secret ending, the developer has a literal signpost which explains the plot and what the game was about. I hate it with every fiber of my being and I have no idea why it's there other than to maybe highlight that it's a personal tale, but that does nothing compared to how condescending it is and how much it shatters the suspsension of disbelieft the rest of the game has been pretty great at.

The game is pretty abstract but it's also definetly piece-able together without this shit. It's watching an artsty movie and then finding the movie theatre goes immedietly onto a watchmojo "ANNIHILATION ENDING EXPLAINED" youtube video. Fuck off. It's a terrible inclusion and feels like something that should have been entirely culled in playtesting.

It's still a neat little experience. The art in particular is lovely and there's a emotional core to it that is well captured. But it does leave a bitter taste in my mouth somewhat, especially as I despise it's final moments. Probably worth playing with being only about an hour long, but it could have been much more.


What zero ██████ does to a mf idk I didn't understand the game lol but I really liked it so that's fun :)

This review contains spoilers

i wonder what the first rationalization was, for the finding of a young corpse inside a closet, killed at hands puppeteered by the violence of parents, family, church, school, science. what story did they tell themselves, to explain what they found in there? were they saved, or damned? were they a tragedy, or a warning, or - depressingly common in stories throughout history - was the murder of this young life, so full of potential stories to enrich all of our visions - a comedy?

these stories - these parables - are tools used to build our children - don't do this or ██████, do this and you'll ██████. they are stories wielded in violent ways towards violent ends: to cut us into shapes that they deem good, that they deem right. don't paint your nails, say your prayers, stay out of the woods, and you won't be a ██████, you'll be good little boys and girls and you'll be Saved.

tomorrow won't come for those without ██████ communicates this strongly. and if that was all it did, it would be a fine experience. but it does more than that. it cuts deeper than that. this knife has two edges. it doesn't offer simply the familiar story of people sanded down and lost to religious violence. it also shows us the other side of the coin.

because to simply say that religious parables and thoughts are tools of violence and social control is also a story we tell ourselves, with a specific purpose. it is a truth, yes, but not the only truth, and not the whole truth.

religion and faith have brought immense joy to many. i am not one of those people, but it would be churlish and insensitive for me to deny the immensity of my grandfather's faith and the strength he derives from it, from the faith of so many good people who follow religions that I am not a part of. are those thoughts evil? are these bad people, because the words they hold so dear are used as violent weapons against people? these stories have inspired people to kindness and warmth that means something, and that comes from a framework that, for some, left them unable to think of pokemon cards as anything other than categorizations of demonic entities.

here's another truth: humans tell stories about everything. we can't help it. while I am loath to say that any part of a human being is fundamentally true it is an often agreed-upon scientific assertion that human beings survival instincts in the early days of our existence operated like miniature storytelling: the recognition of a berry that made us sick, so we should not eat that, is a kind of story. our entire world is one enormous meta-narrative, everything given a name, categorized, introduced, developed, and concluded. the scientific process is telling ourselves a story of what we believe the world to be.

but that's another edge to all this, isn't it? reason, science, the thing we often put opposite faith, is a religion in itself, no more infallible than the Bible or the Quran. terrible violence has indeed been done to queer people in the name of religion, but has science been any better? for how long were gay people considered mentally ill or broken? how long are trans people still going to be considered as such? science called us ██████ for years, how is that any better than what religion has done for us?

religion and reason and everything else is all an ouroboros: each one feeding into another, each one determining how we see the world. christianity has shaped the world, and the world has shaped us. science has changed us, and many of us have changed science. neither of those things are good or evil inherently, but they are stories can be wielded or told in ways that have done good and done evil. they are the stories we have created, and the stories that created us. which is not to say we all turn out exactly the same. we've all come from our own choirs, ran off into our own woods, and come back changed...but never entirely.

i was raised catholic, and found a deeply catholic resonance in much that was in this game. but to say that I was raised to be catholic is not as revelatory as it may seem, because what it means to be raised catholic where I live, in Northern ██████, is very different from what it means to be raised catholic in the united states, or even different from what it means to be raised catholic in the republic of ██████. just like Rem and Ori, we can stand in the same place - the same religion, and see different things.

catholic families here are, predominately, working-class, poorer than protestant families, and (at least in my own admittedly limited experience of only having been raised once) operating within a strange kind of puritanical socially conservative leftism. that uniquely northern ██████ catholic upbringing is undoubtedly a key part of why i'm a communist today: my parents and grandparents were some of the first people to talk to me seriously about capital in terms that I could understand - but they were also homophobic, transphobic, sometimes casually racist and sometimes outright racist, and those stories affected me just as deeply as ones about what Thatcher did to them. that manifested in my past as me being a little shit uncritically regurgitating homophobia and transphobia, and manifests now as sheer terror at the day my family discovers my transness.

some of the things my upbringing - my faith - have offered me are valuable. some of them are not. but all of them form the framework with which i view the world. all of it is entangled together, cutting into each other, an enormous frankensteined mass of viewpoints, ideologies - stories. these frameworks are inherently a part of us, and we are a part of them, constructing and reconstructing and deconstructing stories for ourselves and those around us every time we speak.

this is not to say that bad ideas and bad stories should not be argued against or denied or rejected - there is a fundamental need to interrogate assumed truths, imo - but that any critique we make, every idea we raise, it all comes from within that framework, and is fundamentally shaped by it's opportunities and limitations. everything we believe to be true or false, it all comes the human perspective, not a celestial one: even fundamental maths and other "pure science" concepts are constructed from the stories that we tell: it's entirely possible - almost certain in fact - that a hypothetical alien would not comprehend this framework, and have a different one that is so outside of our perspective that we cannot even imagine it. a ██████.

we need a story in order to survive. just like our ancestors needed to know which berries were safe to eat and which ones were not, to interact with anything, to have meaning in anything, we need to tell stories about them, otherwise, we're just floundering in the dark, blind and deaf and dead.

so, if all we can do is trapped by this perspective, these stories, are we doomed to just perpetuate them over and over? i don't think so. i think we have some creativity, some possibility space, afforded by ██████ perspectives, to make games like this one. games that offer no easy answers or simple resolutions, games that force us to push against it's and our own sharp edges and can cause violent reactions, but things that can change or expand our stories. we can make beautiful things out of rough stones.

one of the things I found most affecting about this game personally - as someone who has made awful rpgmaker games before - is how this game wears the limitations of rpgmaker core toolset through it's "puzzles" and user interface. to say such thoughtful things so beautifully out of the same fundamental building blocks i used to make my shitty vagrant story knockoff affected me more than I dared expect. others in the backloggd discord game club were not enthused by these puzzles but for this reason they were one of the most affecting parts of the experience for me. i guess that's my story bleeding through.

tommorow won't come for those without ██████ is a difficult game, abrasive and unwelcoming. i found it to be an emotionally upsetting and violent experience. but that's why I loved it. because just like religion or science or anything else, violence means different things depending on where you stand. a knife can hurt us, cut into our flesh, make us bleed and kill us...but it can also cut at the net that surrounds us.

it can cut us ████.

"should there be puzzles in tomorrow won't come?" - the greatest thread in the history of backloggd, locked by a moderator after 12,239 pages of heated debate,

There’s a cliche in the world of fanart (though derived from East Asian folklore, I see it more there than anywhere): the red thread of fate, an invisible tether that attaches two souls, thus ensuring a life together. I couldn’t help but imagine Ori and Rem's red thread, or rather, their lack of one, as they continue through the barriers. In the dark forest, running with their disconnection, and in the tub holding each other as nothing else will do it for them.

~

I’m worried I’ve become a bit of an ether-stan(e?). What first looked like a clean (as in, distinct but difficult to inure one’s self to) RPGmaker excursion has since become a now-personal study of medium mastery. Gone are the erratics of Hello Charlotte, yet still a wielding of chaos and rationed information remains the Tool of Choice, carving out reality in stories even the narrators struggle to fully believe.

If I had to guess etherane’s MO at this point, it seems to stem from concern, like a desire to break habits (particularly those of the audience I'm sure they know they have) and allow the space between ideas to organically fill and thrive. The moment in the silence ending where Ori reminds Rem to “stay hydrated” hit in a very distinct way for me as someone who used to (in my younger, more embarrassing days) champion the idea of reminding folks to drink water; like, it’s such a simple and innocent thing to become tyrannical about that it ends up acting as a more falsely-amicable “grammar ████”-like joke. That assumption that someone needs to be told an instinctual truth of their body for the sake of a false sense of general betterment... I dunno how intentional it was, but the fact that it manages to blend into the game for me has kept me occupied.

There’s still plenty for me to work through - Ori breaching Rem’s space with a ritual using /Rem’s/ blood from a separate corpse is a sequence so strong yet elusive that it’ll no doubt be good cud for the future. Unlike Hello Charlotte’s emotional whiplash practically forcing response (still waiting on that collapse, btw), this is much more of a mental trip into ruminative spaces, museum-like, with porcelain and Rothkoesque bands of color adorning the room. And that’s incredible to see in something so compact, honestly. I’ve always thought that games are, by their nature, slacken and inefficient vehicles for ideas (10+ hour games just to learn how to punch better). But here is something where nearly every gesture felt like a flashbang of truth, only for the very ideas to be made so fluid and monochromatic that the pursuit feels paradoxically both vital and hopeless.

(side note that I can’t fit anywhere else: pitch-perfect OST. Can’t think of a better accompaniment.)

i liked the art and the music but sadly the story had no impact on me as i anticipated, as it felt way to complex

but i like the lavender theme!
and i want to sleep in a cold bathtub now!
sadly i dont own one :(((((

https://cdn.discordapp.com/attachments/521412539993555112/899927482168401920/unknown.png

i cannot understand etherane's games even a little

i have heavy religious trauma
(do both endings btw)

Coming back to this after a disorienting walk back through history, both author's and subjects surrounding this work, is sort of like welcoming the slaughterhouse of abrasive cuts. Liminal space is a repeated word here, I'm going full circle back through the same ideas, now in search of new messaging through context and a more 'absolute narrative'.

I keep thinking of the scene of finding Ori in the bathtub again. There's no additional answer, no new transformative crux of the story, just the same raw effortlessly crafted emotion. More things make sense, I suppose. But TWC refuses to let you find a stable branch to sort of measure the world with, even if you choose to cut off all that noise it still won't feel right and you'll end up with less sense than you started, just repeating the same circle for yourself. I really really love it, though. I love how difficult it is to wrap your head around the complete grossness of the institutions we make for ourselves to avoid or approach the right answers. I love that half the perspective here is Knowing more of the truth and chaos and in that respect wanting to keep Hiding and boxing yourself to feel safe again. We want factual consolidating answers so we can feel a better breath of tomorrow's air but as soon as hardship within our heads encroaches, we cut it off as noise. This is something HC3 started, actually, that drive to be pure. I like how this response is more hazy.

Final takeaway for me is going to be thinking about Mari's destruction within the society around her and then respond by calling herself alien and "not your sister anymore", then painting her fingers the next day. I can relate.

The characters are pretty likable and it explores some interesting themes, but not as much it could. Still worth playing for etherane fans

a bit high brow for me. i feel like a lot of it was lost on me.

the sci fi tinge and the recontextualized religious iconography and the gay undertones injected by a true fujo-scholar would imply some sinister christian dystopia metaphor, but even if all that does play into that idea of it somewhat, its ultimately way too simple for describing what its doing. while its perceptibly influenced by other horror (read: often surreal/unsettling in tone more than full on genre horror) rpgmaker games, it honestly surpasses the bulk of these games in the confidence and evocativeness of its writing; its truly open and giving to interpretation in a way these games would often like to be but don't really accomplish. i was surprised and impressed by how this 1-2 hr experience could feel immense thanks to its thematic density, and the spaces within its margins that it allows you to occupy.

my favorite aspect of this game might be how it meters out the "truth" behind its framing device. its the most difficult thing here to talk about but basically, what i like about it is how its less like its /revealed/ as much as the curtain gets just slightly lifted up at points, never fully, and from there it leaves you constantly changing the conclusions you make about it in your head. also love how--with the slightest most nonintrusive touch--its the author commenting on their work and their own characters, tying into the theme of how you process your own narrative, and the creation of your own self-identity from there. the way it pushed me "outside" of the story, looking in, is something i'm always captivated by in games.

this is only one side of twc that im grasping at too, there are many different angles it encourages you to approach it from that its actually daunting to get too into. only real problems with the game i had are a couple bizarre puzzles and the checklist towards getting the noise ending not being as intuitive as it might seem in specific places (reading the stack of papers during the time puzzle is a trigger you NEED to hit, btw), so read a walkthrough closely. i got a lot out of this though, not just as a nostalgia trip from playing rpgmaker games years ago but returning to the medium with an ESPECIALLY great one. will be looking into hello charlotte and mr rainer after my time with this, im officially lavenderpilled

really admirable for how tight the execution of the core themes manages to be without being airlessly so, there's room to breathe. religious trauma obviously, and totally structures the world here - the strong sense of in/outgroup morality, the playful irony teased out between logic and faith as they dialectically sustain each other, the ritual of willful sacrifice and blood magic - all of it is deftly tied back into the one-sidedly destructive homosocial interpersonal/epistemological dynamic, linking two forms of suffocating transparency together while not quite arguing for opacity. with this subject matter, it would be easy to allegorize simplistically and with one-to-one mimesis between the internal logics and the external structuring preoccupations, but the authorial voice is far more gnomic, unresolved, and therefore more interesting than that. need to sit with it for a bit and there's stuff i still don't feel i really grasp fully but definitely incredible

tomorrow won't come for those without a reversible octopus plushie.

This review contains spoilers

Discordant thoughts clamoring in my head, draping over an oppressive painting. Those are the only words to describe the feelings of me,, working with the work and attempting to understand the message. What I can only do now is do my best to put them into the right boxes, and for something this deeply abstract maybe that's a bad idea, because chipping away trying to make tangible thoughts from something that is indirectly getting me to tears is hard. But here they are nonetheless.

Personal attempts to cut off nails, skin, objects until what's left is something pure. Abandoning the remnants behind and not realizing what they meant for us, actions to escape reality that we justify in religious vessels. The ending hurt the hardest when I realized myself that othering was in some ways done to escape memory, yet for Ori that was considered pollution. The noise was erased when his projection upon what we know as Rem was murdered so he could escape that past and move to the future, yet there was something more human in keeping to that past, remembering the individuality even though pain came with it. And yet it was also the path that had the most 'alien' abstract feelings.

I don't know, it's hard for me to sit down and wrestle with the dichotomy of future vs. past on display. I had thoughts about the religious angle, because it's certainly a side of me i've deeply estranged, not wanting to wrestle with faith and what comes with it. Faith in ourselves is the main goal, that's the positive message I suppose, but I don't feel satisfied with that. I don't like being so unsure about my thoughts and maybe that is what was the most painful about this work. Being terrified that maybe my perspective is too small, that i'm toying with a world too complex and large for me to rationalize.

Maybe I wanted to sleep in the tub like Ori, forget it all, and move on. Just wanted to keep going keep going keep going towards some invisible semblance of the future. In a sense I get what these puzzles now serve for, "Rem" says it flat out that they're simple lessons and constructs but maybe I really do need that all spelt out for me, do I. Trial and error until I get it and then act like I've learned something.

The playing cards really get to me, I think it was about halfway through where I tried thinking more on what they're for. Like yes the celestials are "traumas" but what's probably more fucked up is how they inadvertently commercialized them in-universe into some 'other' collector's item that you get on multiple runs. There's poems that feel absent almost from the goal of not feeling those painful emotions again but then again that we rationalize it as some rng story we kind of metacontextually see it as a narrative and nothing more.

It's all enough to give me a headache, I can't deal with abstract stuff maybe. Trying to think further is just making me find messages I don't agree with, stuff I don't want to move on with. Nothing satisfying and making me feel worse like I'm putting up paintings of awful realizations and then not knowing where to go with any of them.

I want to throw these thoughts into the void and see if anyone responds to them with something that's more comforting and helps me get them together, for now.

Played through this again to see if I could pick up on more in the story because I was worried that maybe I didn't give it a fair shot my first go 'round. I definitely did pick up on more the second go 'round, mostly because I was actively looking out for specific things this time. I think a big issue I have with this game is that it's written/structured in such a way that I spent more time trying to decode what the themes it was trying to get at were, than I spent actually engaging with those themes on any deeper level. And like, even after a second playthrough, there are still bits that are confusing to me, and there are bits that strike me as problematic but I'm cautious of critiquing them too hard because I don't know if I even have an accurate interpretation of what this game's message is. I guess my final thought at the end of this second playthrough is that I just wish there was more clarity.

i really enjoyed to see etherane draw the relationships between the individual self and the collective one (which is already portrayed in some of their other works) with a violet religion-tinted quill for this game from the lens of two different characters subjected by their society's expectations. it doesnt matter from where do you come from, we do not care about your previous hardships: each day you still have one role to fulfill for us. and since there is no escape because everyone longs to be accepted by others, how many sacrifices are you willing to do to achieve humanity? can you say that you are inert in front of an equal?

i cant, thats why i gave up to peer pressure and decided to play this game and even write a little review for the second game that was suggested for backloggds game club #1. thanks to whoever suggested this game (it also allowed me to enjoy other etherane works) and thanks to everyone who decided to participate on this.



tomorrow won't come for those without anyone

The Backloggd game club is just a secret conspiracy group specifically made to get me to play bad games

I'm way too unsure about the game: I certainly lack the perspective or "education" to parse the themes discussed and explored here and I am fine with that. Yet I am not sure if it's intended as an esoteric piece, or if it's a story getting unnecessarly "muddled" by the lack of clarity. The "ending note" (im keepin it vague) doesnt really ooze that much confidence in my opinion (that and... it doesn't fix the issue?).

I do have a problem with the game developer unnecessarly using game mechanics to A: stretch out the playtime with tropey, bland puzzle designs and B: validate the use of RPGMaker. I get it, it's in RPGMaker, but does every one of these games need some weird janky "puzzles" that are at best "walk to a and do b after you done c" or at worst "Do the exact thing or you fail :-)". They don't add anything to the table thematically. Sure, they enforce the already presented themes, but without them it wouldn't really make that much of a difference to the narrative or it's themes.

Nevertheless, TWC is a bleak work of fiction that pulls you in from the get go with it's strong visuals and strong worldbuilding. Go check it out and pick its themes apart for yourself, 'cause I sure lacked the big brain for it.

played for the BL game club

Un jeu particulier. Intrigué par Hello Charlotte, j'ai regardé les autres jeux que le dev avait fait. Je suis donc tombé sur "tomorrow won't come for those without ██████". Un jeu court, simple avec qq symbolisme religieux. La patte graphique est délicieuse et l'histoire très perché lol
Je ne le conseille pas spécialement mais ce n'est pas un mauvais jeu non plus. Un jeu qui vaux son prix. Rien d'autre à ajouter. Voilà. Merci


Futility and meaning are in constant flux, and in a post-modern world, it’s hard to tell which will actually bring us happiness. In a time where nostalgia is exploited ad nauseam, tomorrow won’t come for those without rallies against reflection in an extreme way. By the end, we’re presented with two philosophies — one of silence, and one of noise — and the conflict between the two never really seems to be resolved. It’s like a fleeting thought verging on a breakthrough that passes before it gets too transformative. More than that, though, it’s an unsettling tragedy and filled to the brim with haunting ambient music, curious lore, and insightful musings on the line between religion and trauma.

This review contains spoilers

"Nós vivemos na realidade ou tudo o que vemos é uma ilusão?" é uma daquelas Grandes Perguntas que acompanha a humanidade há muito tempo - pelo menos desde tempos gregos, como qualquer um que conhece a Metáfora da Caverna de Platão sabe. Diversas correntes filosóficas, religiões, ideologias e outros sitemas de pensamento chegaram, por um meio ou outro, à conclusão similar de que sim, vivemos em uma espécie de ilusão, dentro da caverna metafórica. Mas é só você acreditar em Deus, seguir os preceitos filosóficos, aplicar o materialismo dialético ou confiar na ciência que vamos encontrar o caminho para fora da caverna.

Mas quem disse que o mundo fora da caverna é bom? E se a "realidade" for não só inapropriada para a mente humana, mas ativamente hostil? Talvez não seja o caso de que vivemos em um mundo imaginário criado por nossas mentes, mas que nossas mentes só são capazes de permanecer vivas porque estão dentro de um mundo imaginário. Nossa subjetividade não é uma prisão que nos impede acesso a um mundo ideal platônico, é uma barreira que nos protege de um vazio inóspito, indiferente e difícil de processar.

O que não quer dizer que todos vivemos isolados em nossos mundinhos internos. A imaginação não é o que nos separa, é o que nos une, é o que nos torna não só humanos, mas humanidade. Através de histórias e narrativas somos capazes de criar um mundo intersubjetivo. São mentiras que contamos uns aos outros e fingimos coletivamente acreditar. Mas há perigo também nessas mentiras. Do mesmo jeito que elas podem ser usadas para nos confortar, podem ser usadas para nos manipular e conformar.

Em quais mentiras acreditar? E quando dizer a verdade? O amanhã só virá para aqueles que se defrontarem com esse dilema.

Un mundo sin oscuridad, de pura luz. Cuando el cielo se convierte en el infierno, creer en un dios puramente blanco fue un error. Necesitamos nuestra naturaleza paradójica para sobrevivir.
Todo eso y más, pero mejor contado, jueguen al coso este.

This is a very special game.

I got this for less than 2 British pounds after seeing another game creator whose work I enjoy (Kultisti) rate it highly on their itch.io page. Knowing almost nothing about it going in, I have to say this entire game was an experience like no other and a very impactful one. The art direction is beautifully eerie art, combining chalky backgrounds and cutscenes with pixelated sprites and a monochromatic colour scheme with spare vivid splashes of violets and red. The sound design and soundtrack go from calming to harsh and dissonant when needed. The story and world are wonderfully mysterious and intriguing and the characters are a joy to watch interact. To 100% it, it only took around 2 hours but it is only short because it does everything it needs to in that time and doesn't overstay its welcome.

One of my favourite games I've played for a very long time, a strong recommendation for anyone to pick up and play it.