
If the world was ending, how would you spend your final days? Explore a narrative management game set shortly before the end of the world, about enjoying the time you have left. Play music, take calls, and help the town face the challenges of saying goodbye to those closest to them.
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About
"The world is going to end pretty soon, we've known that for some time"
Play as Lenna, a teenager and avid music lover who couldn't take the silence of a decaying world anymore. Determined to bring back a bit of a spark of joy, Lenna broke into an old, abandoned radio tower, reigniting its transmitter. Your mission is to turn that silence into celebration—broadcasting music, taking calls, and boosting the morale of a weary world.
Utilize a unique music system to create your own soundtrack. Mix and match 9 different instruments per track, and manage your broadcast to the town to create the right mood for its inhabitants.
Utilize your unique position as a radio host in the tower to help the townspeople. Hear their story and use your vantage point and your trusty avian companion Tuvi to do the things that matter most in the final days of the world.

This game is the product of a six week collaboration project hosted by DADIU.

We would like to thank all the lovely people who made this possible - including the amazing Team Tall Trees members, the DADIU program and teachers, as well as the IT University of Copenhagen.
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A small indie gem I spent nearly 3 hours and got 100% of the achievements. From the warm sunlight and wide views to the quiet way the game welcomes you, the atmosphere carries you through. Beautiful voice acting, touching stories from the townsfolk, and a lovely radio tower mechanic where you can plug in your own music and switch between five cassette tracks. Charming, peaceful, and thoroughly recommended. Ty
Great little game, looking forward to seeing what else this team come up with
End Transmission? delivers a surprisingly emotional and atmospheric experience that stands out from the usual flood of indie narrative games. Instead of focusing on large-scale destruction or chaotic survival mechanics, the game takes a far quieter and more reflective approach to its apocalyptic setting. Players step into the role of Lenna, a young girl who revives an abandoned radio station during humanity’s final days in order to reconnect isolated people through music and conversation. It is a simple premise on the surface, but the execution gives the experience a level of emotional depth that feels sincere and memorable. The game’s strongest element is its ability to create emotional intimacy through radio communication. Rather than physically exploring massive environments or fighting enemies, players spend much of their time interacting with callers, listening to their fears, hopes, and personal stories. These conversations gradually reveal a world that is slowly accepting its unavoidable end. Some people are desperate for comfort, while others attempt to stay optimistic despite the collapse surrounding them. The writing handles these moments with restraint, avoiding exaggerated melodrama in favor of grounded and believable dialogue. Because of this, the emotional scenes feel authentic instead of manipulative. A major highlight is the music system, which allows players to create and modify broadcasts using different instruments and sound combinations. This mechanic is not overly complicated, but it adds an important sense of creativity and personal expression. Music becomes the emotional heartbeat of the game, serving as a source of comfort and unity for people who have little time left. The soundtrack itself is excellent, combining melancholic melodies with softer ambient pieces that perfectly complement the game’s lonely atmosphere. Every broadcast feels meaningful because the player is not just hearing the music but actively shaping it. Visually, the game uses a stylized art direction that balances beauty with quiet decay. The abandoned radio tower and empty surroundings constantly remind players that civilization is fading away, yet the environments still contain warmth and color. The calm visual presentation works extremely well alongside the sound design, creating a meditative atmosphere that encourages reflection. Silence is used effectively throughout the experience, making each conversation and musical moment feel more impactful. Lenna is also an effective protagonist because she represents hope without becoming unrealistically heroic. Her decision to reconnect people through radio broadcasts feels human and believable. The story never frames her as someone capable of saving the world; instead, she simply wants to help people feel less alone. That smaller emotional focus gives the narrative its strongest moments. The game repeatedly emphasizes the importance of connection, memory, and compassion even when there is no future left to fight for. The gameplay itself is relatively simple, and players looking for action-heavy mechanics or deep management systems may find the experience limited. End Transmission? prioritizes atmosphere and storytelling over challenge, which may not appeal to everyone. However, the focused design works in the game’s favor because it never loses sight of its emotional goals. Its shorter runtime also helps maintain pacing, allowing the narrative themes to remain effective without becoming repetitive. One of the most impressive aspects of the game is how polished and cohesive it feels despite its modest scope. The voice performances, soundtrack, visual design, and narrative direction all work together to create a consistent emotional tone. There is a genuine sense of care behind the project, and that sincerity makes the experience resonate more strongly than many larger productions. It feels like a game built around emotion and atmosphere first rather than commercial trends or unnecessary complexity. End Transmission? succeeds because it understands that the end of the world can be portrayed through quiet human moments instead of spectacle. The game focuses on music, empathy, and communication as acts of resistance against despair, and that perspective gives it a unique identity. While it may not satisfy players seeking intense gameplay systems, it offers an emotionally thoughtful and artistically memorable experience for those who appreciate narrative-driven indie titles. Rating: 8/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very gud
Чудова та дуже добра гра, я отримав велике задоволення від її проходження. Фінал звичайно сумний та наштовхує на глибокі думки.
Recommended
Billys voice is perfection, lol. But seriosly, very cute game. Chill, oh, and nuke. Of course
Amazing game. Beautiful music. And most importantly - funny easter eggs that you just have to discover...
"End Transmission?" is a game that felt truly unique to me. The atmosphere and story it creates are unlike anything I've played before. It may not seem particularly "bright" or "loud" at first, but that's exactly where its charm lies - in the silence that shapes this distinctive, immersive mood. I’ve seen a lot of negative comments, and most of them came from players who simply didn’t understand the mechanics. I didn’t run into these issues myself, but I think adding more subtitle languages and slightly improving the tutorial would make the first moments clearer and help avoid some misunderstandings. For me, this game became something special. My score is 10/10. Still, despite how much I love this little world, there’s definitely room for further improvement.
A short and sweet game about coming to terms with the end. I love the gameplay between balancing the radio with doing the quests and sending out Tuvi.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.