
IMRY is an atmospheric isometric RPG set in the 1970s Soviet taiga, where your choices shape a story of survival, identity, and a reality that refuses to stay still.
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About
In the 1970s Soviet Union, you are Imry, an ordinary geologist sent deep into the Siberian taiga to investigate anomalous ore deposits. What begins as a routine expedition quickly turns unsettling. Instruments whisper patterned noise, compasses spin without reason, and maps no longer match the land. The forest itself seems alive.
Attempting to retreat, Imry discovers there is no way back. Direction loses meaning. Impossible animals roam the wilderness. Strange people appear and vanish without warning - some hostile, some claiming to be agents of the U.S. government. None offer clear answers.
Lost in a shifting taiga limbo, you must explore haunting landscapes, piece together fragments of truth, and confront a reality that refuses to stay still.
This is an isometric, story-driven RPG focused on exploration, atmosphere, and meaningful choice. Your decisions shape the world and determine how - or if - you escape.
Inspired by the novels of the Strugatsky brothers and classic RPGs of all time.
ACT I AVAILABLE NOW | ACT II COMING Q2 2026 AS FREE UPDATE
Music by DavidKBD - The Last Pack
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Korean, Russian, Simplified Chinese*languages with full audio support
Reviews
Interesting concept and setting about being lost in a forest with talking animals and dangerous people. I like that the game is isometric and the art style. However, I thought the game would be open world with exploration, but it's actually going from level to level (which isn't bad, I just didn't think it would be like that). Most of the interactions with the animals and humans are puzzles, which threw me off since I was expecting the usual yapping sessions with the npc's and quests. Using puzzles isn't bad, it just feels random and confusing. After a while, I asked myself "why is everyone talking in riddles?" I feel like the riddles are overused, or at least need to be connected to the plot. Additionally, some of the conversations with the npc's feel too short. Some of the animals' rants feel out of place; for example, after protecting the alpaca, she started ranting about cities, which came out of nowhere and threw me off. What would she know about living in a city? (as an alpaca). Also, the alpaca was talking about modern problems, which took me out of the immersion of the setting. Overall, I think the game has a lot of potential, it just needs to be polished. I can't wait for the second act! I hope it will answer the following questions: Why does everyone talk in riddles? Why the soldiers attack me on sight? Why the animals talk? Where am I going? Who knows, maybe we might need a sequel or prequel! I recommend adding the following: -quests -a little bit longer conversations (not with all npcs, but some) -instead of unlimited ammo, make ammo limited and have the player loot from the hostile enemies. This would also make the player be mindful and careful -show that the player wants to get out of the forest (for instance, have them talk with npc about how to leave) -have multiple dialogue options when talking with npc's -add more interesting locations like the ship (maybe a laboratory) (I'm a fan of Fallout 1 and 2, which is why I got intrigued in this isometric game. But after writing my review, I realized that this game is more like Hotline Miami. If that was the intention, then it changes some of my criticisms. Good luck to the developer!)
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The visual presentation supports the atmosphere. Clean design choices and consistent artistic direction make the environments feel cohesive and believable.
Меня привлёк в игре геймплей, который напомнил Darkwood. Но это даже близко с ним не сравнится. Описание интересное, некий геолог в тайге в 1970х и непонятный объект. Как я поняла, диалогах идёт намёк на том, что гг - клон. И это можно было бы интересно развить, поскольку один из встреченных клонов про математику рассуждал, но нет. Ну и в плюсы добавлю относительно занятное рассуждение о "добре", "зле" и "истине". Но и они слишком водянистые, без конкретики и какой-то интересной постановке. Минусы. 1. Однообразный лес. Все текстурки повторяются. Враги и животные чаще всего тоже. Просто скучно по нему ходить спустя 2 локации. 2. Видимо, разработчик плохо историю знает. Не учился в школе. В 1970х годах какое-то животное рассуждает про тренды, моду, политику и социальные сети... Имело бы место быть, если бы были приколы с перемещением во времени. Но нет, там лишь странные явления вроде лам и львов в тайге. 3. Слишком часто повторяется мысль "мы лишь рабы системы". Я поняла это с первого раза. Можно лучше как-то интересно раскрыть эту мысль без повторений очевидного? Выходит блекло и создаётся впечатление, что разработчик не только необразованный, но и об обществе и политике как ребёнок рассуждает. 4. Озвучка на англ. Позорище. Делать игру про тайгу и большую часть переводить косо-криво, порой имена на англ написаны типа Boris. Лучше бы кастрированный англ заменили ну хотя бы на любительскую ру озвучку. И то лучше бы звучало. Демо только на англ. Игра короткая, разочаровывающая. Не рекомендую. Лучше Тёмный лес пощупайте.
The atmosphere is one of its biggest strengths. The vast, quiet landscapes give a genuine sense of solitude, making every discovery feel significant.
GOOD GAME 👍👍👍
This game really reminds me of the early Fallout games, and the atmosphere brings me back to the original S.T.A.L.K.E.R. - I’ve missed games like this so much! I really hope the developer keeps working on it and expands it further. I would love to see a bit more UI polish, though. Sometimes it’s not clear whether you can interact with a character or not. It would also be nice if the enemies felt a bit more dynamic or lifelike. But overall, it’s already a very solid game, especially for the price.
Old school RPG, with beautiful atmospheric soundtrack! Really enjoyed it. Could be longer. But as developer mention there will be act2 available.
Pure art in the context of post-Soviet melancholic nostalgia
The pacing in IMRY works in its favor by allowing the world to unfold naturally. Instead of pushing constant objectives
Old-school RPG, ambient music, an engaging story — what more do you need to dive into such authentic nostalgia? Definitely a great choice for a couple of evenings.
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