
Aphantasia is an Indie RPG created in the RPG Maker engine with a surreal art style.
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WEEPING ANGELS CARVED INTO STONE CRY OUT FOR THEIR MAKERS, NOT KNOWING IT IS TOO LATE.
Count yourself lucky, Son of Drop.
Count yourself lucky that the breath of Aphantasia has yet to discover your presence.
Play as the Son of Drop, Roudert, on a questionable quest to rescue your good acquaintance, The Mouse.
Meet friends and foes alike as you travel the island of Mollagit, featuring sub-par world-building and characters with abhorrent personalities.
Explore alongside Largo, the fastest purple-colored creature in Mollagit!
Fight beside Mustaeyed, a loyal Royal Guard and long-time friend of Roudert!
Also some big stinking loser called Caleidoface is there too
Throughout your brave and crude journey, the choices you make as Roudert will shape the story.
What will become of these four slightly-below-average-but-on-occasion-just-average adventurers?
The choice is yours, Son of Drop.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Aphantasia ⭐⭐⭐⭐☆ (4/5) Aphantasia is the first game I’ve played where my lack of imagination is actually a gameplay mechanic and not just something my art teacher yelled at me about in Year 8. This game drops you into a world that looks like someone tried to describe their dreams to an AI that immediately got bored. The visuals are minimalistic, the atmosphere is weird in a “did I fall asleep on the sofa again?” kind of way, and the puzzles made me question whether I’m a genius or an absolute liability. (Usually both.) The story is great—emotional, thoughtful, and occasionally confusing, like a heartfelt TED Talk delivered by someone who hasn’t slept in three days. But it works. Somehow. Probably magic. Pros: Brain puzzles that made me go “Oooh” and “Oh god why” in equal measure Story that hits surprisingly hard Soundtrack that slaps without being pushy Gives you the existential dread of a philosophy major for the price of a takeaway Cons: Sometimes I’m not sure if the minimal art style is a deep metaphor or they just ran out of triangles Shorter than my attention span on a Monday Made me rethink my life choices (rude) It was made by a man who does not include the glass in a pint of Guinness Final Verdict: Aphantasia is like wandering through your own subconscious with a flashlight that only works when it feels like it. Weird, thoughtful, fun, slightly concerning—10/10 would get lost in my own brain again.
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wow. just wow. i have just went through my first full playthrough of the game and i am just amazed. where to begin?? [h1]=-= SPOILERS BEYOND THIS POINT !!! =-=[/h1] starting from the beginning, [b]act 1[/b] was very interesting start to a story to say the least. at first i was a bit confused on the controls and the graphics but having played games like hylics, undertale, cruelty squad, etc. i quickly fell in love with the style! i really liked the blue thing at the beginning. the weird "dream" sequences were VERY mysterious and definitely had me wondering where it was all going. largo is one BASED character. i fw his vibe a lot. the whole joke about the shortcut really got me. roudert in the beginning however was a bit of an enigma. he was always saying one mysterious thing and then saying the complete opposite, very much had me confused as to what he was doing. ALSO i got the water trinket first try! i think after a few more playthroughs i will definetly write some guides for some of the more niche aspects of this game! the shattered mask proved a [i]bit[/i] difficult with me having to retry the fight a few times but after you get the groove of the fight, finally beating him feels super rewarding. [b]=-=-=[/b] [b]act 2[/b] really kicked things off! thalorin was an amazing city. think, snowdin from undertale and the early elder scrolls games; with the vibe of clock town from majoras mask; and just a drop of san andreas from gta. YEAH. I KNOW. the inner quarter area also reminded me of the shopping district from minecraft pvp civ which vibe of which i REALLY fw. also in this act, mustaeyed. now i thought i was really gonna like mustaeyed. however for reasons i might get into later. i did not particularly like mustaeyed. BUT ALSO IN THALORIN! the zany cast of characters strewn everywhere! i really like the subtle worldbuilding done through the mundane lives of the wacky residential creatures like the "Daur" styled house, the follower of the striver of dance, etc. etc. i am very excited to see where the series goes moving forward! the sewers was a very interesting area. i was definitely not expecting the lighting shift that occured! the sewer area feels a lot larger and winding than it actually is; once you get a general feel for the area, you can navigate it pretty easily! there are some interesting things in the sewers including a mysterious door of which i shant dwell upon too much.... THE LOCK PUZZLE. god i was stuck on this bit for quite a while but after finally going crazy and staring into the rivers for a bit. god. did i feel stupid. also the distraction bit was really funny lol [b]=-=-=[/b] [b]act 3[/b] was possibly one of my favourites. from the introductory gag in the line, to meeting THE caleidoface... this act has it all! if you havent been able to tell by this point, caleidoface is my favourite character. hes just got this really cool and niche vibe that most people just wouldnt get lol. i really like his talking sprites and ofc his epic dialogue. the tower tour itself was a really fun set of puzzles and challenges. and of course. TRAVIS BIGGLESBUM KUN!!!!!!!! i SHANT be revealing how to get to him but this hint of which act he is in should be a hint enough.... overall just a really fun act with one kooky character! also phallus man was in this act at some point i think (after his debut appearance in the bar in thalorin). the camp scene post tower was also really interesting. we got learn more about largo, my second favourite character. we find out about his emotional backstory and why he has a certain distaste for the royal guard and by proxy, mustaeyed. and this is just an example of where i dont really fw mustaeyed. after hearing the whole story about largos parents and whatnot, she just HAS to make it all about HER. ugh. anyway. overall it was a brilliant act. [b]=-=-=[/b] [b]act 4[/b] begins with the FRAUD mustaeyed leaving the party for a while to idk just freakin be a fraud someplace else bcs she is "employed". and the main 3 enter a suspiciously familiar looking town. at first i was genuinely mind boggled at why this place was so familiar that it was almost eerie. until i saw the 2 suspiciously shop shaped blocks and read the signs and realised that it was an imperfect copy of coedaan town. trying to enter the castle gets you thrown into the pit for being with the now unemployed (based) caleidoface. after a funny little cutscene showing the days passing FRAUDeyed comes crawling back to the gang after being fired and becoming freshly unemployed (loser). the dream sequences in this act really started to put the piece together for me. i started noticing that the backgrounds in the dream sequences were mimicking/foreshadowing the backgrounds of later areas. i felt really hooked and wanted to get to the bottom of the whole blue dream thing business. inside the castle was pretty cool, there was a cool library with an EPIC caleidoface book. it was nice to see actual writings in the books, it was kind of like the random assortment of books you would find in an elder scrolls game. after a large slew of guard genocide, and one scary gang split up later, we are face to face with the blue dream guy. listen i really liked that silly looking guy a lot. so when we had to FIGHT him? and he did nothing back? i tried my darndest to just guard or just wait, but eventually.... since nothing was working.... ugh. i HATE mustaeyed! she was the ONLY one who was super intent on killing the king in that penultimate moment before the fight. largo and caleidoface saw the king and just kinda understood his vibe. god. anyway. i was visibly gagged with the mouse death scene. ubiquitoa just killed it like it wasnt the whole point of trying to get to the castle. the dream confrontation with roudert was a very satisfying end to the whole dream stuff. roudert telling the king off was very based (based). and then after that the ubiquitoa vessel fight. i think the design of the boss is VERY cool however at the time of writing this review, the fight was just a bit TOO easy. [b]=-=-=[/b] i will not be reviewing the rest of this game from this point. partly for ending spoilers, but also because i have only played through till one of the endings! i wouldnt want to ruin the experience for other people even IF you have played through one whole session of the game. final thoughts? caleidoface = based. largo = based. roudert = bpd... but based. mustaeyed = chopped and loser. the game feels like a brilliant fusion of many great games i have played, has great writing and world building, and has a very unique style!
(Edited since the dev answered). The name intrigued me, and the graphics reminded me of Hylics and Felvidek, both of which I *greatly* enjoyed. The house is where I first encountered a problem. The game doesn't show the exit door of the area, unless you're standing on the right tile and there's some clipping. I also had to bump against walls to figure out that I could, in fact, cross what seemed like a solid wall because one tile was actually hiding a doorway. The trailer does not show what the first dungeon looks like. The one that is presented after crossing the fence. It's in this pseudo-3d. Objects are extremely close up. I've seen this in Etrian Odyssey, Baba Is You's 3d mode, and a more niche game that comes to mind. If the trailer *had* shown the dungeon design, I would have known this wasn't for me and skipped it entirely. IMO this kind of dungeon design (as opposed to a more top down view) really, *really* needs a minimap or some kind of navigation. I get lost in it fast. I despise the combat at the introduction for a multitude of reasons. One, the combat is a series of trading punches until one side dies. I've gained 2-3 levels and I'm not seeing stuff die faster. I could deal with combat that's not great in the beginning if, after a couple levels, I need one less hit to kill something. I want some kind of noticeable progression, which isn't there. The dev says it gets better. That may be the case. However, the encounter rate is atrocious. I attempted to give this game another go. I was in a room with no other creatures to give me encounters. I did a fight. After that fight, I made a single step and...another fight began. I'm out. I'm sure there's an interesting game in here somewhere, but I'm not interested in slogging through trading punches combat to get there.
Dear, Okay. Sit down. Hydrate. Take a deep breath through your third nostril. Because what I am about to recount will either rewrite your DNA or at least make you question why your bones feel so warm today. I have just completed APHANTASIA, an indie “surrealist role-playing experience” that feels like Hylics if Hylics drank a Monster Energy and then tried to explain jazz to a toaster. Gameplay (or: How I Learned To Stop Worrying and Love the Flesh Orb) First thing you’ll notice: movement is less “walking” and more “gliding as a damp thought across the membrane of existence.” Your character—official name: ROUDERT—controls like a dream someone had while concussed at a county fair. And honestly? Peak game design. Combat is turn-based, but only in the sense that time is an illusion and everything dies anyway. You don’t “fight” enemies—you politely negotiate the terms of your impending mutual meltdown. My favorite ability was “Irreversibly Moistify”, which does no damage but makes everyone uncomfortable, including you. Story (if you can call it that) Narrative? Absolutely present. Understandable? That’s between you and whatever cosmic horror watches you breathe. You awaken in a land where everything looks like it was sculpted by a toddler given Play-Doh and unresolved trauma. A talking marionette made of congealed soup tells you you’re destined to “re-embody the Pig That Swallowed Time.” I thought this was symbolism. It was not. The pig is very large and extremely present. Graphics Imagine if Windows 95 clip art evolved sentience, unionized, and demanded the right to be unsettling. Everything is made of colors that should not legally be allowed to exist. The frame rate is smooth, but in the way a slug is smooth. Soft. Wet. I hated it. I loved it more. Soundtrack Musically, the game oscillates between “hauntingly ethereal” and “what my router sounds like right before it dies.” 10/10 ambience. Earworms? Yes. Ear-parasites? Also yes. Final Verdict This game is a masterpiece of sickly fluorescent vibes and narrative ambiguity so thick you could spread it on toast. Is it fun? Unclear. Is it art? Unquestionably. Did it awaken something in me that should ideally remain dormant? Absolutely. Score: 9.7/10 luminescent pork entities. Would spelunk through the metaphysical digestive tract again.
It's not particularly fun as is usually the case with these types of RPG maker games imo. But wow is it just boring the characters are not particularly interesting and neither is the setting nor story it truly feels like 99% of the effort went into the outstanding art and then they forgot about gameplay till the end and spent the last 1% effort on that, a shame really as it seems this game could have truly been something special.
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Aphantasia is an upcoming surreal indie RPG that follows Roudert on a bizarre quest across the island of Mollagit to rescue a character known as The Mouse. The game leans heavily into strange humour and odd character personalities. Upon playing through this wonderful story, I have nothing buy praise for its ability to engage the player within its unique and whacky story. Aphantasia is a quirky, low-cost indie project with unique charm, best suited for players who enjoy unconventional, surreal adventures and don’t mind narrative or stylistic roughness. BUY THIS GAME NOW!!!
Mi cyaant wait ti play more of di game mon mi love it Aphantasia is an RPG made by di Pardusolet mon. Jamaican me craazy! In mi travels as Roudert, the son of drop, mi found some crazy likkle creatures dat mi ♥♥♥♥♥♥ with heavy heavy heaaaavy mi personally like mustaeyed di most mi liek dat big big bi mon crazy timing Di music is wonderful too mi not tink it wass made by di developer but mi not care mi not tink it stolen mon Mi did find di controls bit difficult but mi not care 8/10 so far mi will see where di story goes
Aphantasia, developed and published by Pardusolet, is an unconventional indie RPG that feels less like a traditional adventure and more like stepping into a fragmented, dreamlike narrative. Built on familiar RPG Maker foundations, it initially appears to follow the expected structure of a turn-based role-playing game, but it quickly diverges into something far more abstract. Rather than guiding players through a clearly defined story, it presents a world that feels intentionally disjointed, where tone, dialogue, and character behavior often shift in unpredictable ways. The narrative follows Roudert, a character whose journey begins with a seemingly simple objective but soon becomes increasingly difficult to interpret. The world of Mollagit, where the story unfolds, is populated by eccentric individuals whose personalities range from quirky to outright bizarre. Conversations frequently blur the line between humor and confusion, with dialogue that can feel deliberately awkward or surreal. Instead of building a straightforward plot, the game leans into ambiguity, encouraging players to piece together meaning from scattered interactions and loosely connected events. This approach gives the story a distinct identity, though it may leave some players struggling to find a clear sense of direction. Gameplay remains rooted in classic RPG Maker conventions, featuring exploration, turn-based combat, and party management. Players traverse environments, encounter enemies, and gradually build their team, all within a structure that will feel familiar to fans of the genre. However, while the mechanics themselves are recognizable, the way they are integrated into the overall experience can feel uneven. Progression does not always follow a smooth or predictable path, and the pacing can shift abruptly, sometimes prioritizing narrative oddity over gameplay consistency. This can create moments where the mechanics feel secondary to the game’s broader experimental tone. Character interaction plays a significant role in shaping the experience. The cast is intentionally unconventional, with personalities that often challenge typical RPG archetypes. Rather than presenting clearly likable or heroic figures, the game introduces characters who can be abrasive, confusing, or difficult to relate to. This design choice reinforces the game’s surreal atmosphere, but it also makes emotional engagement more complex. Players are not guided toward a particular interpretation of these characters, which can be either intriguing or alienating depending on personal preference. The game also incorporates branching paths and multiple endings, adding a layer of replayability. Choices made throughout the journey influence how events unfold, though the impact of these decisions is not always immediately apparent. The lack of clear feedback on how choices affect the story contributes to the overall sense of ambiguity, making each playthrough feel slightly different but not always fully understood. For players who enjoy uncovering hidden connections and experimenting with different outcomes, this structure can be rewarding, though it requires patience and a willingness to embrace uncertainty. Visually, Aphantasia adopts a stylized approach that complements its abstract narrative. While it uses familiar RPG Maker assets, the game attempts to distinguish itself through unusual environmental design and a fragmented aesthetic that mirrors its storytelling. The world often feels symbolic rather than literal, with locations that prioritize mood over realism. However, the limitations of the engine are still evident, and some visual elements lack refinement, reinforcing the game’s rough, experimental feel. The overall pacing of the experience can be inconsistent. Certain sections move quickly, while others linger on dialogue or exploration without clear progression. This uneven flow contributes to the game’s unique atmosphere but can also make it feel disjointed. Players expecting a tightly structured RPG may find this approach frustrating, while those open to a more freeform experience may appreciate its unpredictability. Ultimately, Aphantasia is a game that prioritizes artistic expression over conventional design. It does not aim to deliver a polished or easily digestible RPG, but rather to create a distinct and sometimes challenging experience that stands apart from more traditional titles. Its strengths lie in its originality and willingness to experiment, while its weaknesses stem from a lack of clarity and refinement. In the end, the game occupies a niche space within the genre. It offers something different—an RPG that feels more like an abstract narrative journey than a structured adventure. For players who enjoy unconventional storytelling and are willing to engage with its ambiguity, it can be a memorable and thought-provoking experience. For others, its disjointed nature and lack of direction may make it difficult to fully appreciate. Rating: 7/10
that was totally awesome
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