
A combat-less narrative RPG. Explore an alien city inhabited by human-insect hybrids. Roll dice, join a revolution, become a mutant yourself. The choices are yours, but so are the consequences.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Imago Season is a true narrative roleplaying experience. Explore an alien city inhabited by human-insect hybrids. Roll dice, join a revolution, become a mutant yourself. What are you willing to do in order to find your truth? The choices are yours, but so are the consequences.
You wake up in a cold cave. Something has gone wrong. In the place where you expected to find your memories, only a splitting headache is found, as if someone had lodged a brick in the back of your skull. To make matters worse, after escaping you find yourself at the center of a conspiracy, watched by the mutiple, judgmental eyes of insect-people that you do not recognise. Search for your lost memories and elucidate what is your place in all this. If possible, do it before open war breaks out in the City. Good luck.
Your character's skills are the way you interact with the world and its denizens. Perhaps you are an expert trickster, able to get anyone to share their secrets with you. Or maybe you prefer to threaten with physical violence to get someone to talk. The choice is yours.
Dice rolls are informed by your past choices. Use your skills to impress, coax, haggle, extort and, hopefully, solve this mysterious situation that you have found yourself in.
In a city inhabited by mutants, you have to keep up. Modify your character with ant feelers, dragonfly wings or crab claws to upgrade your skills and achieve your goals.
Excentric worldbuilding makes the City of Imago Season into a living, breathing character in itself. Discover the stories of a planet where people left their humanity behind to become something new.
First person exploration in a small open world. Break into someone's home, be invited to a clandestine meeting, attend a ball at the palace and end up jailed at the police station. Leave no stone unturned in your adventures in the City.
The City's denizens have their own problems. You never know where you will find an unexpected ally or who is hiding a dark past from their own friends. You decide if and how you help (or take advantage of) the characters that you will meet along the search for your own memories.
Imago Season has no bespoke combat mechanics, but that does not mean you are safe. Multiple factions wage a secret war for control of the City, and they will try to win you over if your prove to be useful. Who will you choose to help, when your own past threatens to reveal a deathly trap?
Engagement
Reviews
so far one of the more interesting disco-likes to come out. I quite like exploring the town in first person compared to an isometric experience. conversations are fun and the writing is surprisingly enjoyable. runs quite well on the steam deck also!
A polished walk & talk. Successfully does what it sets out to do. Slightly grandiose lore (typical for a debut) vs. an almost intimate play area. The big plot sometimes overshadows what should have been a few more smaller moments. I liked that I could weasel my way in, out and around the main factions, fully supported by a robust role-playing choice system. Unique music for every area. Splendid cover art. It IS somewhat on the still and dry side, so don't expect a massive epic with hundreds of characters bustling around. I adored Sandra. It was fun being a constant disappointment to her.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 21 reviews with recorded playtime.
Imago Season is a bite-sized cRPG with inspirations ranging from Disco Elysium to Ursula Le Guin to Moebius - all very good and close to my heart. I love the world-building - a humanesque world seeded by other humans thousands of years ago but left to develop on their own, now stuck between allying with the space Union, accepting the "benevolent" yoke of a super-compute with robot minions, or attempting to liberate itself. The gist will be very familiar to readers of the Hainish Cycle. In particular, this planet has somehow developed genetic engineering - on humans - before any real industrial or technological revolution, and the problems revolve around bodily agency. I am not the biggest fan of the thin allegory here, but the setup is still cool. It's visually pleasing, and conveys information clearly. It has a simple cel-shaded style with a few touches of its own. It also uses very organic shapes, which fits the theme perfectly and gives it extra charm. No complaints here! The music was also pleasing, but nothing too interesting, and mostly in the background. The writing is not bad, but it feels a bit too naive, too blunt. The biggest problems, however, are how it feels like a first chapter to a real RPG, and how "trivial" the game is in its design. The game is about 3 hours long, and only really sets up the main conflict, without really solving anything. There is also only one important decision you make (before the ending), and it is not a very surprising one. But then there's the fact that the games doesn't really have significantly different outcomes (again, apart from the ending and that one decision). Disco Elysium's dice roll system is there, but it isn't put to any special use. And, if you explore a little, you'll be able to buy most of the mutation points (which let you improve your stats), ending up with something like 90% of them. Which means that you're not really making meaningful choices when shaping your character, and neither does the game offer opportunities for different roles. Ultimately, the game was a bit disappointing, but it's not a "bad" game. Just superficial. It's still and impressive effort by a single developer, and it has potential for more, but, as it stands, it's little more than an appetizer and a "proof of concept". But one I think is worth supporting, so I'll recommend it, with the above caveats.
An excellent bite-sized Disco-like. Great writing, great worldbuilding, great bug people!
Entretenido, intrigante y bien llevado para las elecciones posibles del personaje y duración de una partida. Me ha gustado.
It's not necessarily bad, but after about 30 minutes I no longer felt that continuing to play would be a valuable use of my time. I think for a first release from a studio that was very clearly limited on the scope of the game they could afford to produce it's alright, and there are definitely worse indies to play, but I was not really compelled to finish the game. I'll be comparing the game to Disco Elysium a lot, which is not really a fair comparison since that game had a much larger budget and studio behind it, but if you play the game for around 30 seconds you can see it's sort of inevitable. I'll start with the gameplay, I like the idea conceptually of placing a discolike in first person, but the scope limitations of this game really show here. The overall play area is extremely small, and your movement is very frequently blocked off by invisible walls to the extent where it does not feel like there is really any reward for exploration. There are some random pickups with resources here and there but from what I saw they are all just placed in plain sight. This leads to walking around the environment feeling pointless, the game seems to recognize this as well as there is a diagetic fast travel system to avoid walking for 30 seconds across the map. I have to wonder if the time spent modeling this world to be fully navigable in first person may have been better spent with either a simplified, isometric world that could allow the player to explore a larger area, or a more linear progression like a walking simulator to avoid the tedium of running back and forth to the same places. They've done a good job with creating an interesting visual atmosphere it just feels like the limited scope really hampers it. I was also frustrated with the skill check system, this is the only thing I will say is actively bad for the game. You don't need to spend so long on a dice roll animation, and then delay things even further as each of the numbers add up, and the stock drum roll noise while all of this is happening just feels cheap. Tell me I passed the check or I failed and move on, this is annoying not stressful. The writing isn't terrible, but also isn't great. This is where I think most of the disco-like games really fall flat, the others I have played all suffer from the same problem of focusing so much on copying Disco Elysium that they don't actually come up with anything interesting of their own to say. Imago Season is not the worst offender in this regard, but I think that's mostly because the writing just feels too bland to me to be particularly memorable. The game's prose is all written in a very straightforward way that doesn't really evoke any particular emotion in me. Occasionally the internal monologue will have a few lines that are written more artfully but it usually just comes across like some cheesy tumblr post. Characterization is applied inconsistently. Most NPCs in the game feel more like lore vending machines than characters, and the ones that are characters are usually a lore vending machine that also expresses one emotion. I also felt like the pacing of the game was totally off, which is a big part of why I lost interest so quickly. Another quick DE comparison, the amnesia trope is only really interesting if there's a clear hook to make you wonder who your character was. In Disco Elysium most of the characters you encounter know who you are to some degree. You learn different perspectives of who you are as the game unfolds in a really compelling way. You're also immediately dragged into a murder investigation, this establishes the stakes of what's unfolding and gives the player a sense of purpose behind their actions. Imago Season also has an amnesiac protagonist, but nobody else knows who you are either, and while you learn bits and pieces of who you might be while playing I never particularly cared. You just wake up and start wandering around until you find something to do. I never found anything, so I stopped playing. This may seem like a really harsh review. I actually do think there's potential here, but that this project didn't really live up to it. The other reviewers all seem to have had a positive experience with the game, so maybe things pick up later on. Or, maybe for them just wandering around and talking to some freaky bug people while some generic sci fi conflict takes place is enough for them. If you identify with the latter, maybe you'll like this, but that wasn't fulfilling enough for me personally.
[h1] Spoiler-free review [/h1] I stumbled upon [b]Imago Season[/b] on a reddit post. It was presented as a 1st person [b]narrative[/b] driven game with [b]skill checks[/b]. The [b]sci-fi[/b] setting and the [b]art[/b] style seemed interesting so I gave it a go. I don’t regret it ! [b]Imago Season[/b] is a [b]short[/b] but [b]captivating[/b] experience. The gameplay consists of [b]exploration[/b] (1st person) and navigating [b]dialogue trees[/b] (with multiple options that change depending on your past actions). The town of Tempura is [b]charming[/b] and its inhabitants are even more so. There are a handful of [b]quests[/b] to solve (with multiple approaches possible). They were really interesting and well written. The world of [b]Imago Season[/b] feels [b]alive[/b] ! Failing skill checks pushes you to find [b]alternative solutions[/b] to a problem. [strike]There is no save scumming possible through the game (as there is only one save slot that gets autosaved regularly). I wasn’t bothered by this and it makes choices more impactful ![/strike] It’s possible to save scum if you deactivate the autosave features. I suggest going through the game a first time without reloading saves to get a better dice roll. The [b]music[/b] suits the game well. The different tracks are enjoyable (even on repeat as you backtrack and explore). After finishing my first playthrough, I want to [b]start a new one[/b] in order to see some quests play out differently. It’s a [b]short game[/b] that doesn’t overstay its welcome. [h1] Should you buy it ? [/h1] If you like [b]reading[/b] and [b]sci-fi[/b] stories, you’ll likely enjoy this game ! I’m surprised this game has such a low review count at the moment. It’s really good and priced appropriately. [b]I recommend this game at full price ![/b]
I do wish it was longer, I got a single ending in about an hour and a half, but I appreciate the work and the creativity that went into this game. Pick it up if you want a concise and interesting story
What a gem! In just a few hours, this game made by an exceptionally small team has for sure not left me indifferent. Gameplay is easy and straightforward, its strength relying mainly on the story, worldbuilding and dialogues, and it surely knows how to make most of them. The skills system felt refreshing and interesting in the way the attributes and modifiers work. It also made it worth it to try things even when they fail, and there was more than one correct way to solve puzzles sometimes. The plot kept me intrigued the whole time, I found the characters charming and I absolutely loved the humor, injected into the text with enough subtlety to not make it just a bunch of "in your face" jokes. A lot of information is compressed in a very small town, so the game can feel to do too much exposition from time to time, but in my opinion it is well justified by the fact that the main character knows as little about it as the player. You can reach the ending in one or two afternoons, but the different choices and endings offered to the player give it further replayability.
The game's story is interesting but it failed to hook me. It plays like a book, with minimal things happening I front of you, with a much more focus on the text-based story. I tried to give it a go, turns out this type of games is something im not interested in.
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