When you get over the fact that you can’t argue with the NPCs and it’s mostly a game of stats, this is a great experimental indie RPG. Time loops and amnesia are all tired tropes, but the story cuts straight to the chase and recontextualizes them into an addicting gameplay loop which kept me hooked all the way through. What shines in Gnosia is the excellent presentation; the unique character designs and haunting music contributes to an almost surreal atmosphere that will be hard to ever forget.

It’s too obtuse for its own good (I basically felt forced to use a guide by the end). Be warned this game requires a lot of patience from the player.

Reviewed on Jan 19, 2024


1 Comment


3 months ago

I specced into logic not understanding the point of the game. Because I had no charisma or influence or stealth, saying anything other than agreeing with people basically turned me into Public Enemy #1 instantly. After 10~ loops I realized it was all about leveling stats and unlocking commands via the events, I started grinding loops for about an hour and eventually just lost interest.

The most frustrating part of the game was the first few loops where I was spending a decent amount of time analyzing the behavior of the other characters. There were a dozen loops where I correctly deduced who the Gnosia were (and later, either the Gnosia or the Cultist), but because I didn't have the stats, it really didn't matter. The game basically became unwinnable, and my behavior was pretty meaningless. My only real ability was to agree/disagree with the random whims of other characters, which allowed me to win a few loops, but not to any satisfying degree.

Once all the elements are revealed, not having psychic powers basically eliminates your ability to make deductions at all. The Cultist unit essentially short circuits any attempt to analyze an individual's behavior based on being either Gnosia or a Crew member, since they are crew member who are Gnosia.

Honestly, I'd just recommend playing Raging Loop over Gnosia. Sadly.