
A jumpscare-free abstract horror existential crisis of a lite-RPG. Explore Digressions - areas that continue longer than they should with sets of randomized text events and map variations for a differing experience each time. Features a unique non-violent interaction system with various Entities.
Modeled estimate, not a reported figure. How we estimate →
Media

About
You feel you were drawn here for a reason, though no one is sure why, least of all yourself.

Stylized 3D existential abstract horror Lite-RPG that leaves you to make sense of it and how to interact with Encounters - It may take some time, but you will come to understand how it works, and maybe something about yourself in the process
No jumpscares, only atmosphere, looming dread and the beauty of being witness to the end of it all
Digressions - ever shifting locations that continue for longer than they should, with rogue-lite randomized elements, pool of Encounters and many text events between
Unique Encounter system based on interaction and understanding abstract entities instead of mindless violence
Each Shape is unique, with various ways of interaction and ways to get out of conflict
Varied and surreal original soundtrack featuring over 70 songs
7-10 hours in length, made in RPG Maker MV
Trade items with TradeMark, receive good advice from Highfive, be stopped from going in over your head by Mr. Dac, and... ask Mícheart Jinsil questions about who and what you've encountered so far (with no downsides whatsoever, they assure you).
Save progress by talking to a Scape - creatures that represent certain locations and feelings, there's Nightscape, Cityscape, Seascape and Snowscape, which will you be saving with?
Discover locations where the world's slackening reality has folded in on itself, producing areas that continue longer than they should, twisting and turning with any number of strange things to encounter.
If you can't keep your wits and Sanity about you, stranger sights may begin to reveal themselves.
Try to keep your Focus to make it through the trials in hope of uncovering slivers of memories of the past to help you keep hold of who you are in the present - or at least, who you think you should be.
Between each area are text events - over thirty events can happen in each Digression, based on Luck, which reduces on each lucky thing that happens in your current run of the Digression, as well as your Wellbeing, Sanity and Focus... Will these give you some much needed respite, or will they carry with them even more challenges?
You may find Files which can give background to what's already happened in the world, as well as some studies on the Shapes you may or may not have encountered yet.
Each Shape has their own behaviours, depositions and accompanying music, along with various ways to appease or otherwise find a way around them.
With no will for violence on your part, these Encounters are part puzzle, part intuitive, part instinctive, and likely part trial and error.
During your interactions, you may Observe, Gesture, Speak, Touch, Withdraw, use Inventory items as well as rare Context actions - new actions that may become available as the encounter goes on and a opportunity presents itself.

Some of the Shapes you can Encounter:
Blood Shadow:
A spectre-like being, body of blood and powered by the neural pain signals of others, never having felt pain as we do, they have no way of relating to suffering.
Huh?Man:
Something masquerading in a mascot-like Human Suit made of what you hope isn't stitched together skin, they are very adamant on you following them to their Huh?House...
The Collective:
The sound of canned audience laughter follows them wherever they go. They enjoy nothing more than watching every moment of someone's memory over and over again until the preverbal tape of their memory is totally worn down to nothing as they watch every moment of their lives, all the while laughing.
Excogidiomycota:
Seemingly fungal life-form that reacts to stimuli they can't quite sense by attempting to grow the necessary sensory organs.
Abandoned Mascot:
What you can only assume is a person in a dog-eared mascot suit, though from to a casual observer, they seem to waver between "Mascot" mode and "Not Quite Self-Actualized Corpse" modes of behaviour.
Conceptual Parasite:
Just try not to think about it too much
The Beckon:Mícheart Jinsil:
Friendly, maybe even overly so, a strange person(?) that insists that the two of you are the best of friends, and seems to know what you've been up to in your wanderings... they always have something to say and tend to turn up when you least expect them.
These can be as simple as performing actions in a certain order, to knowing what action to make based on the Shape's latest exchange. Make a wrong move though and you may find yourself wiser but in a worse state than you were previously.
Will you find what you've returned for?
Well, that's something I can only leave up to you.
[Contains Scenes and Descriptions of Surreal and Abstract Peril, Blood, Automatonophobia, Mycophobia, Necrophobia, Philophobia, Selenophobia, Developing Sentience, Depictions of overwhelming feelings of Impending Doom, Anxiety Attacks, Losing touch with Reality, Distressed Animals, Obsessive Spiralling and Personal Abstraction]
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
I got this game for free on my curator page and games like this one are precisely why I made it in the first place. To spread the word about all the amazing weirdness out there. Now this is something to be experienced, not explained but if I were to describe the gist of this experience... imagine Yume Nikki and SCP (which obviously stands for Soft Contained Play) met over a cup of poetry to discuss existentialism at the end of the world while concepts, life, universe and pretty much everything flicker in and out of existence. Can you see a pattern to that flickering? Are you still around? Well good, let's get to it! [quote]My attention is cached, so don't talk to me anymore Be the subject terrifying, or important, or pure My cigarettes are spent, don't expect productivity Be the matter just, or crucial, or personal, or reactive Pretty Balanced - My Mind is a Box (and the next one)[/quote] I completed the game, didn't yet explore every nook and cranny though, want to savor it for later but while being increasingly weird (and I mean from normal weird to all the stuff listed in the warning actually happens and wait-till-you-get-to-explore-the-Basement weird) it does however have plot and make sense, well, if you're able to comprehend some of it at least. If you're like me and like to just dive into the games with zero spoilers note that this game's lore is intertwined with other media by the same author, all links are there to find but I did not watch or play anything before finishing this game. If you do like to come prepared there's Era's End Entities that would help you in your Encounters here. Either way rest assured there's no spoilers ahead and if you just want a short version jump the the second to last chunk of text (yeah, the one that's still in English) as I will talk about gameplay and some specifics as well as my impressions while refraining from actual plot and lore explanations (but there will be an achievement guide\walkthrough later, working on it). So we get to explore this dying mutated world, as advertised there are no jumpscares and very few chasing scenes, this game is mostly chill while making you question everything, including, but not limited to, your own existence. Please note that it's made in RPG Maker (still can't wrap my head around that, seriously, HOW?!!) and while playable with controller the camera is quite stuttery and unstable a few times so after first 3 Digressions I strongly recommend keeping your mouse at hand as you'll need it, clicking works better to navigate in a pinch. Otherwise it's a smooth ride and even if you fail at any point there are saves and you can always come back to that particular place, your character can't die (are you sure it's even there? Huh?) revisiting Digressions takes way less time than the first exploration so it's a breeze but still quite fun due to RNG being very random (well duh) and a lot of encounters having multiple outcomes. Seriously just enjoy the ride, if exploring morbidly weird and yet interestingly made worlds is your thing you've found the right game. 10 hours of playtime is just rushing through everything without looking back once and you absolutely should revisit places, my 16 hours are barely scratching the surface of it, saved a bunch of times to explore every bit thoroughly later. Now while I made a whole point about how weird this is that's the endgame talking, if you like weird and this happens to be 'your' particular kind of weird it's pretty comfy and slow in the beginning. There's also the plot which is indeed there, albeit in small chunks but it can be your lifeline when things will really start happening, it will still be a mostly casual exploration but more about exploring you and your brain as a player, it's something of a rare feat even in games like this one and something I enjoy greatly. Plus really, it's too cheap not to try for all the content you're getting, I bought the soundtrack already and it's not just because I like it (I did) or got the game for free and want to support the dev and his future games, just look at those 4 hours of music, that's a glimpse on how much stuff there is! [quote]My mind is a box, and you put things in And you take things out and it's empty My mind is a box, and you gut it then And you flatten it, and you leave me blank And the world is big, my body's small My body's short, the world is tall So fill me up with chemicals or other people's words I shout it from this pretty hole in modes and fifths and thirds My mind is a box, my mind is a lie My mind, ooooh[/quote] To sum it up nicely FriendShapes is one of those experiences that will make you feel things, all sorts of things, frustration included, but yet it's addictive and fresh and obviously made with a lot of care and attention. It's definitely not a game for everyone but hey, games for everyone are nice and all but most of them don't come close to stuff made out of sheer dedication and imagination unrestrained by whatever will sell or won't be weird. This IS weird and it's in plain view, surface shivering slightly from all the other things hidden underneath and ready to be perceived. This is a fever dream of weird and creative and I love it! Позаяк на гру лише 2 рецензії й це бісів злочин, писав англійською. Я знаю, що серед вас є поціновувачі дивини, жахів та ігор в РПГ Мейкері, це от фактично квінтесенція цих трьох понять з добрим товстелезним шаром екзистенційної кризи та абстракції. Черговий досвід для шанувальників ігор, які варто зауважити, але грати виключно якщо вам справді цікаво поринути в світ, де можна помацати абстрактні поняття та трохи втратити глузд, але які мають достатньо сюжету та логіки, щоб остаточно не втратити зв'язок з реальністю та не загубитися.
huh? i am astounded by how atmosphere heavy & immersive the game is. with it's complex & cool & fun & weird & sad & relatable entities, the game feels alive once you get SUCKED INTO THE WORLD!!!!! the world building is pretty impressive so far, once again feels very ALIVE! despite.. being..... dead.... the OST is something else, it's fun to listen to, has a ton of variety for each entity & place and overall just greatly put together. the camera angles are fun & the fact it's a mix of 3D and 2D also adds even MORE personality to all of it. also i love how the game changes them often depending where you are & in cutscenes. overall had a lot of fun so far with the game! update: BEAT THE GAME and all i shall say that it was quite the fun experience overall. THOUGH.. i have to warn you. the basement will decrease your sanity IRL!!!!!!! beware...
-- fwiw, two reviews mention performance issues, I obviously can't disprove them but the game runs perfectly fine for me; haven't noticed anything weird. locked 144 on a 7800XT/5700X3D, the game uses max 7% CPU or so. Okay I have to write a review for this after playing like an hour because this is Something Special and it having *one* review is a crime. This is a Really interesting RPG that (if I'd played YN already) I'd probably compare to something akin to Yume Nikki - wandering locales that make sense physically *most* of the time.* Meeting entirely abstract creatures from humanoid guys to chat with to all-encompassing gods, I've already been swept off my feet by the vibe some of them ooze. And the music is absolutely sublime. A really nice genre bending soundtrack with 72 songs(!) and a bunch are 6 minutes or longer(!) and everything is intensely dripping in atmosphere. Every enemy has a different soundtrack. My only wishes are - The movement is a little screwy at times, which works well to the "dreamlike" nature locations take but it's a little unweildy - especially with certain NPCs that can only be talked to by walking in from a square away at a specific angle. - Points Shop stuff would decorate my profile like garlands. Animated backgrounds and stuff of some of the backgrounds would go crazy. Absolutely unique vibe I've never really encountered in a game before. Easy recommend. And it's pretty damn cheap.
It's a labor of love that has a lot to say - I really enjoyed it! Plus, the dev is rad, has good politics, and is very open to feedback
From the short amount of gameplay i am absolutely speechless at everything the game achieves with its sheer ooze of just emotion that never stops faltering in its heartfeltness while im constantly being stunned by how my reactions ingame make more sense and follow my line of thought better then any other game ive ever experianced and the sheer ocean of content within dazzles me for how undiscovered this jewelry piece of a game is within the sea of endless charm which it is carried i highly recommend biting your friends ears to show them this game
Loved it. An awesome, emotional and unforgettable journey with an amazing soundtrack and art style that had me captivated the entire time! There's some annoyance to be had with the character movement and navigating some areas, but it doesn't matter when you get an incredible and unique experience such as this game.
A full, uncut version of this review is on the [url=https://otomelovers.com/2026/01/19/friendshapes-review-by-celtic7guardian/]Otome Lovers website.[/url] [h3]Introduction[/h3] FriendShapes is a game that stands on its own, and that uniqueness resulted in it being one of my favorite games. Some elements that make up its structure include RPG elements, randomized 'dungeons' with a variety of events, and unsettling horror with no jumpscares. Its storytelling, graphics, music, and gameplay all create a setting that has stuck with me ever since playing it, even if it has some flaws along the way. [h3]Story[/h3] You play as Glad, a mysterious individual who has arrived at Leavalley. This small section of buildings is the closest thing to a town left in the world. To understand more about where they are, Glad has to visit these areas and enter 'dungeons' called Digressions. The player will receive narrative clues as they go about what happened to the world and its inhabitants, along with some hints as to who Glad is. The setting and characters go hand-in-hand since the setting is defined by the Shapes living in it and vice-versa. For instance, the dark and twisted forest Digression has Shapes such as giant creatures stomping in the background, humanoid shapes that can only mimic the words of past visitors, and gruesome meat houses with inflatable men trying to lure Glad within. The Shapes on their own would not be quite so chilling if they lacked this environment. Bloody rivers, crystalline trees, and abandoned bags with something lurking within are all unsettling compliments to the alien lifeforms. That being said, the writing in this game could have used a good proofreading. I noticed a lot of small typos that would have benefitted from a clean-up. [h3]Graphics[/h3] FriendShapes uses a mix of pixel art and drawings. Some Shapes also have contrasting art such as realistic eyes, blurry shadows, and 3D effects. I can't think of any other game I've played that's used this kind of art style. The Shape designs have clever elements to them that I can't get into without spoiling elements of the game, but I'll note that Pursuant has my favorite design. Once you know the story behind that Shape, its appearance is both brilliant and heart-wrenching. I also found the out-of-combat graphics to be striking. The overworld has a gloomy air to it that is amplified by its multi-colored sky and abandoned buildings. The Digressions are distinct from one another in terms of color and atmosphere, giving a different sense of eeriness to each location. Since Digressions have randomized layouts, players will see rooms repeated on return visits, but there is enough variation to keep them from feeling too much alike. What I found most impressive was some of the effects that the developer pulled off with this RPGMaker MV game. There are visuals that twist the backgrounds and cause impressive 3D effects, something that I imagine is difficult to do with this engine. It certainly adds to some of the locations, especially the final Digression. One gripe I had is that the final section of the last Digression was almost impossible for me to complete due to how the screen rocked. It triggered my motion sickness badly. Also, when I shared some pictures with friends, they said they had difficulty reading some of the colored text. I had no issues with reading the text, but that could definitely hamper a player's enjoyment. [h3]Sound[/h3] One of my favorite aspects of FriendShapes is its soundtrack. It has a distinct feeling to it that very much differs from most OSTs I've heard. What makes it really shine is that every Shape has its own piece of music. With at least fifty Shapes in this game, that is a lot of great music to listen to. With how subjective music is, I can't say how many players will feel the same as I do. What I can guarantee is it's different from almost any other game soundtrack you'll hear. The developer being responsible for the soundtrack as well is another reason I find this game impressive. This was mostly a single-developer project and it shows from their cohesive vision. The writing, art, and music for each Shape is carefully thought out and fantastically executed. [h3]Gameplay[/h3] FriendShapes has a lot of elements to it that I'll briefly summarize. To start, note that mouse and keyboard is usable, but that the developer recommends a controller. I do as well, though the former works well enough. Digressions are the meat of the game. You go through several areas with each having various elements. They might have NPCs to talk to, items to collect, or obstacles to get past. Of particular interest is that events occur between each area. In the forest, a few examples are that you might find mushrooms you have to deal with, a hunter who shoots you for massive damage, or a scalp dangling from a branch for you to take. The order of the areas and events are randomized, and there are enough to make it impossible to see everything in one run through a Digression. This also means that the Shapes you encounter are not always going to be the same batch. What is not randomized is how you can interact with them in their encounters. FriendShapes doesn't have battles in the traditional sense. With each encounter, you negotiate with the Shapes in different ways. Sometimes they mean you no harm, even if simply being in their vicinity drains your mental wellbeing. Others are most certainly ready to horrifically mutilate you. Learning how to handle each Shape is a core part of the game. For example, Hifive is simply an individual you can talk to for information. The Huh?Man has to be either agreed or disagreed with depending on what they say; respond incorrectly and they'll throw a tantrum. As for The Collective, gods help you if you screw that encounter up. They will whittle away your memories like watching a tape, grating all of it away as they spectate and laugh about it. This replacement for traditional combat is both fun and another way to individualize each Shape. That's why I said that FriendShapes uses its medium as a video game well. With the setting, character designs, music, and specialized interactions, the Shapes have so much more personality than they would anywhere else. In terms of finishing each Digression, Glad has three values that need to be carefully monitored: Physical, Mental, and Focus. The majority of Shapes will lower these bars by interacting with them. Some events in Digressions will heal or hurt Glad in different ways. You also get a generous amount of items to heal with. Since you can only carry nine of each item, it's encouraged to use them so as to have space for more. I have some complaints to wrap this up with. One is that I sometimes had a difficult time opening doors in a certain Digression. Another is that there is a point in the game where you are forced to revisit the first few Digressions. Finally, I felt some of the Shape encounters dragged on too long in repeat run-ins. [h3]Conclusion[/h3] FriendShapes is not a game for everyone. Given its abstract nature and potentially repetitive loop, I can understand why some wouldn't care for it. That being said, I personally loved FriendShapes for its in-depth world, memorable characters, and haunting atmosphere. If it sounds the least bit interesting to you, I recommend checking out its demo. If nothing else, I'm very glad that I got to experience this game in all its bizarre glory. - The Butterfly Effects & Otome Lovers wishes to thank [i]RainingLamppost[/i] for providing a free review copy for this game. [quote]When [url=https://store.steampowered.com/curator/4680120/]Otome Lovers[/url] encounter [url=https://store.steampowered.com/curator/44686303/]The Butterfly Effects[/url], it's a blend of enchanting love stories and the magical ripples of fate! If you enjoyed the review, please follow us.[/quote]
No. Just no. I've played every surrealist game in the market plus a lot of experimental jank, Garage, Space Fueneral, Disillusion, LSD, 9 - The Last Resort and here's the deal: surrealist games can be nonsensical, cryptic. puzzling, impossible to beat unless you are high on illegal substances. but as long as they are navigable, you are in for a good time and the 4 hours I've spent here weren't a good time. Because the movement is beyond jank, it's janksliding on your grandmother's ice-skates. The scenarios not only are hard to navigate, they made hard to interact with anything since the perspective and movement and objects are all falling out of axis, something like checking a shining item behind a cabin was challenging in a manner that made the controls for E.T (the Atari game) be as enjoyable as Devil May Cry 3. I've played this game in the 80's. The more you know. A supermarket was seemingly closed after checking the entrance a couple times with no visible response from the game, until it randomly decided to work. I'm speaking of falling at something basic. Disillusion could be hard and sort of a pain, but at least I could walk around and talk to characters. There's a path in the beggining FriendShapes leading to what seemed to be a school and I had to go waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay to the bottom of the screen and mash the keys to move around because the character was completely out of view. Yume Nikki had the most bizarre access to zones, but at least it didn't had a camera doing skate tricks that might cause you a broken neck and you could tell what was a door, what was an umbrella, what was a pink creature doing whatever it was doing. The battles. You try a bunch of commands with little to no context. Maybe they work. Maybe they don't and all you need to do is to wait and get damaged until the battle end. I fought a bag and had to choose to open 5 times while the character rambled in paranoia WOAH, like, MAN, it's a BAG, someone LEFT IT HERE, WHY, until damn bag was finally opened and I won? Other battle had a dingdaling alarm about to die. It died. The battle UI could be better too. Nevertheless, all of this could be overlooked for the weird experience, but the performance was completely off, I've been playing Rpg Maker games ever since the days of RM2k and this should be illegal. Visuals are pretty cool!!!!!!1111 That's all. 3/10
VERY good surreal exploration game, stellar art & music that sets moods that stick with you (I'm going to hear the hub music in my head for a WHILE), though has occasional rough edges (turn on auto-run rather than relying on holding SHIFT to sprint as that can sometimes skip text by accident if you walk into an event). Absolutely recommending this for anyone looking for atmospheric exploration games with a unique apocalyptic setting.
I have lost my mind because this game is actually good.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Related
| Chronicles of the Witches and Warlocks | $6.1K | 239 | 64% | $1.49 |
| Road Madness | $6.1K | 545 | 32% | $0.49 |
| Froggo's Adventure: Verdant Venture | $6.1K | 296 | 97% | $0.99 |
| Bust Evolution: Bunnygirl VIP Paizuri! | $6.1K | 55 | 96% | $2.99 |
| Again and Again | $6.1K | 136 | 77% | $3.99 |
| Rough Justice: '84 | $6.1K | 109 | 75% | $1.99 |