
A visual novel exploring a near-apocalyptic vision of North Texas, told through the poetic words of a young woman going home.
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About
INTERSTATE 35 is an evocative narrative game from Radiant Array which follows a young woman returning to her hometown in Texas after a nuclear disaster. Through lush, poetic writing, we follow her literal journey through the post-apocalypse on a scavenging mission, and retrace her figurative journey to see how she got here and where she might head next.
Players click through text to both advance the current plot, and discover memories that they are able to salvage in their inventory as keepsakes. Each keepsake reveals a bit more about the main character and, and/or the post-apocalyptic world she now finds herself in. Which you decide to salvage, and which you discard is up to you.
Lush, poetic writing.
Interesting characters
Stunning, post-rock influenced soundtrack by Josie Brechner
Vivid, surreal illustrations of a Hopper-esque near-apocalypse by Porcelain Bones (Persephone Kavallines)
Moody, textured background art and UI design by Ariyeh Korva.
Keepsake System: Sift through memories of the past and decide for yourself what's worth keeping.
A melancholy, magical vision of an apocalyptic Texas, broken by nuclear disaster
Keyboard and Mouse + Controller Support
Explore the past. Go home. Come back breathing.
"A near-apocalyptic road trip story, INTERSTATE 35 is a game about coming home when home is all wrong. I wanted to explore an apocalyptic disaster in a way that felt honest to the way real disasters happen. They're strange, isolated, and way too easily forgotten. My hope is that INTERSTATE 35 will make for a good piece of interactive archaeology-- a means of finding the future by sifting through the ruins of the past.
Inspired by titles like Kentucky Route Zero and We Know the Devil, I'm calling INTERSTATE 35 an experimental visual novel. But just as much as that, it's a work of interactive poetry, with a bit of memoir thrown in for good measure. It's very special to me, and I hope you find something to hold onto in INTERSTATE 35's slow apocalypse."
– Julie Muncy, Creative Director @ Radiant Array
Genres
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 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
damn, I was not expecting the religious trauma to rear up while playing this, but if it wasn't the most beautiful writing and art i've experienced recently. Maybe im attaching my own biases to it, but very much felt a tinge of the all too familiar queer experience of home being something different, whether that be nuclear fallout, or others unacceptance of who you are now. And the wordage of god being a moving form, I can't figure out if there's something comforting in that or something terribly eldritch.
I loved playing and creating Twine games in university. This one is a masterful approach to visual novels, and the metaphysical writing reminds me of 1000x Resist and how that wades through the topics of apocalypse and the violence rooted in choice.
Great!
this game will teach you about Texas in a spiritual way
This is a short visual novel set in post-nuclear-apocalypse Texas, with themes of queerness and religion, and an ambience that is both suffocating and exhilarating at the same time. It took me about an hour to play through, for some reason my playtime wasn't recorded accurately (I played in a location without wifi, so that's probably why). I really liked it - it had an amazing sense of place and feeling. The music, the art and the writing all came together for me. There is a little bit of narration at one point and I loved that too. I was really happy to see a game engaging both with queer and religious themes at the same time (specifically Christianity), I would probably have gotten it even sooner if I saw that mentioned somewhere. The way it approached the themes was great too, heartfelt, open-ended, resonant with pain. I had some technical issues on the Deck: the game did not want to run at all at first, I'm not even sure anymore what I did (it's been a while), but I think it was Proton Hotfix that helped. Then it did had trouble running docked to the TV, I ended up playing on the Deck screen - maybe even a better choice, it felt more personal that way. I would definitely recommend this game, but if you have a Steam Deck, you might need to tweak things a bit, so keep that in mind. I think it's worth it though! ___ Source of the game: Bought with my own money
Absolutely dripping with atmosphere and feeling.
One of the most profound experiences I’ve had in a game. I think about the final screens of this game regularly. Absolutely beautiful.
There's just something about imagining something so close to home being your own personal Chernobyl. Since my attention span is absolutely shot it took me a try or two to get started but all the sudden I find myself at the credits of this thing.
Just really really good
Texas
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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