
A game about boredom and self-pity. It's about myself mostly. You walk around and press the 'interact' button. Sorry for making this.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Genres
Stats
Languages: English
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[i]- Здравствуй. Я - Рэм. Я очень хороший слушатель[/i] Кусок картона как бы "говорит" с тобой. Ведь он действительно очень хорошо слушает. ...потому что никого не осталось. Настолько жизнь покатилась, что улыбающийся "специалист" заменяет и реального психотерапевта, и друга. Его взгляд, некое подобие души (если имеется) - картон, но всё равно есть что-то живое, будто он уделил всё время мира и терпения для тебя одного, разбитого, готовый выслушать любые, включая неприятнейшие, эпизоды. Не хватает чашки чая и печенья. И вот, после рутинного дня ты пришёл. Опять. Повторишь пару старых монологов или непримечательная вещичка напомнит о внутренней травме? Похоже, денег на специалиста нет, вот и довольствуешься картонкой, добродушным терапевтом; мирные глаза, абсолютное спокойствие, минимум комментариев - всё это он, идеал; слушает бессвязные, нескончаемые и длинные истории о тяжести жизни, как мир жесток, о серости улиц, словом - бытие. "Сеанс" за "сеансом". Слишком хорошо держится этот картончик. А ты и доволен. Он-то слушает! - впрочем, так говорят о мертвецах или неодушевлённых предметах, которые "живые". Зато можно изливаться! После пары часов насыщенного - как ты считаешь, а на самом деле ты просто повторил проблемы, повспоминал маленькие и не нужные подробности жизни, и не оправдывайся, - посещения, стоит вернуться домой. Пустые улицы ночного города, никого. Немного машин, автобусы завершают последние рейсы. Убитый мясо в моральном плане топаешь с неохотой до родных четырёх стен, чтобы пропасть в интернете, разбить будильник вдребезги, и лечь у двери. От отчаяния. Хочешь повторить снова? Пожалуйста. Закрыться и повторять до верёвки у шеи и сломанных часов на твоих руках, по уши в крови. Жизнь такая скучная, такая непонятная, а что с ней делать - никто и не знает... Высотки зданий блистят, пугая своей равнодушностью и этакой лептой в угнетённый характер. Где-то там ты кричишь "ПОЛЮБИТЕ МЕНЯ", режешь и колотишь, надеясь на любовь, которой не будет. Поезд уехал, билет остался. Идти и идти и идти и идти и идти в никуда, снова на автобус, снова по по делам, обратно на автобус, снова в комнатушку, снова список продуктов на завтра, снова забытое видео с того видео-хостинга, снова забыться в сети, снова сон, снова будильник в шесть утра, не предвещающий ничего хорошо. И снова и снова И СНОВА оказываться в рутине скуки, зарыв возможность выбраться из однотонной жизни в сторону чего-то яркого и нового. Найти друга. Найти надежду. Найти что-то большее. Исчезнуть в закате, в небе многоцветной радуги, переливающийся морем. А какая прозрачная и чистая вода... Всё перекрывается скукой, от жизни. Проблемы перечёркивают приближающиеся к реальности мечтам в форме песчаных замков; считай, что ты сам впитал их своей ножкой. Остаётся снова идти. Может, завтра повезёт? И вот бы найти какого-нибудь друга! Гулять с ним, болтать, смотреть файлы на компьютере. Чувствовать простым. Живым. И настоящим, а не ходящим куском мяса. Я знаю, он где-то есть, ходит, просто меня ещё не знает прошу узнай меня найди меня познакомься со мной заговори со мной я знаю что ты существуешь ПОМОГИ МЕНЯ я скоро повешусь и может ты спасёшь меня из этой пучину прошу помоги мне ПРИДИ КО МНЕ стать моим ДРУГОМ я не хочу решаться на ужасный поступок а ты вырулишь меня спасёшь меня полюбишь меня как простого человека а не умирающий во всех смыслах нечто господь ты меня слы- Сегодня ты что-то изменишь или вступишь в известный тебе танец с Рутиной, заменив партнёра на Скуку? Танцуй, танцуй, отчаянный танцор. Жизнь на вкус всегда была горьким картоном. [b]"Я хочу, чтобы меня кто-нибудь обнял"[/b]
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is real. Despite me being a person who is typically uninterested in walking sims outside of a few exceptions, this game immediately struck a nerve with me as something that looked worthwhile. It was just something about the first screenshot or two that drew my attention, and for the price of free, why not give it a shot? It was only upon starting the game proper and seeing the name "Demensa" pop up that I realized "Oh ♥♥♥♥, I know this guy!" as I recognized the name of a person whose artwork occupied space in my numerous hard drives of things important to me. Honestly it should have been more obvious to me upon seeing the screenshots, as Demensa has a pretty distinctive style, but you have to understand that I wasn't examining them closely at first. Once I realized that this was made by that same artist, I had an idea of what I was in for, but to say my expectations were met would be a tremendous understatement. What I initially assumed would be something more akin to a 15-minute statement on being in a depressive rut (which the game does lean into at the very beginning), turned out to be a 3+ hour experience that has a rather absurd amount of effort and passion behind it for a game that is, once again, FREE. It feels a little criminal that this doesn't have a price tag, honestly. A huge amount of work went into this, and you can really feel it. This game has several moments where, as it goes on, you start to notice things, and start thinking "The developer didn't have to do this. It wasn't necessary to add this feature in to get their message across, but they did, and the experience is so much richer as a result because of it." This is not an uncommon feeling whilst playing this game, at least it wasn't for me. The gameplay itself is incredibly simple. For the vast, vast majority of the experience, you are walking around, interacting with the environment and other characters, reading a large amount of dialogue, and being immersed in the atmosphere that the game creates through absolutely perfect choices of sound and music to elicit the feelings it wants you to understand. This is also supported by the graphical style of the game which is unique to the artist behind it, both the dull//depressing/violently aggressive moments, as well as the moments of, at times, jaw-dropping beauty, filled with an incredible use of color and subtle motion that is rare to find elsewhere in a similar form. It is difficult to accurately describe just how beautiful some moments of this game are, and it's something that you would not expect if you were to simply judge the game based on the first few minutes of starting it, but this title truly does have moments of honest representations of true tranquility and comfort within it that I so rarely see. That said, even these moments aren't always safe from the rest of the sorrow that encompasses the majority of the experience. This is something that I respect deeply from the developer. They aren't afraid to tear-down or crack a moment that would likely be seen as a well-deserved moment of calm and peace by some players. And this isn't done in some "haha got you things are actually always bad" kinda way, but in a much more genuine sort of "I am truly appreciative but this doesn't mean the problem has gone away" kinda way. Sometimes you can sort of feel that it's coming, which create a really nice feeling of unease in moments that might seem "safe" otherwise. Again, it's a really well done experience that had enough variety to keep you thinking "Wow, that was pretty cool actually! What's the developer going to do next?" A lot of people make fun of the whole "le indie game about le depression" trope, but there's a reason it exists, and there's a reason why they strike a cord with so many people, and let me tell you, for a person like me, to go through a game like this, and see someone express their struggle in such a brutal and real way, well, it hits hard. Real hard. Hard to the point where I had to pause at several moments just to admire how well another human being was able to express a near identical feeling to what I myself have felt so many times about myself. Of course, logically, most people understand that they aren't alone in these sorts of feelings, and they understand that many suffer like they do, but that doesn't suddenly solve the issue, though it can be comforting to know that others can understand the struggle. If you're a person who has experience with feeling of depression, loneliness, self-neglect, self-hatred, and has ever had the thought "I don't deserve to be considered a human being and the world would be a better place if people like me did not exist" because of whatever reason (possibly one that is completely out of your control), then this is a game from a person who very much feels that way, and is willing to show it in all of its ugliness. I have to give high praise to Demensa for this, for their willingness to lay bare what is a very real representation of who they are as a person. I will say that knowing the sort of art this person draws did lead to a stronger emotional resonance from myself at a few key parts, but it's certainly not vital for a person to be aware of these things to appreciate this to a great degree. The game is it's own self-contained work, no worries there. I can't say that this is a game for everyone. Nor can I claim that the game is perfect. It has a few irritating bugs [spoiler](I genuinely got stuck on that computer section because my window became overly horizontally stretched until I reset the game but I genuinely thought it was supposed to look the way it did due to the sketchy nature of it all at the time)[/spoiler], navigation can be a little confusing at points, and sometimes it can be just a little difficult to determining what the game wants you to interact with [spoiler](one specific chair in a hospital that I didn't notice caused me a little hassle but nothing too awful. I would say the maze section took a bit too long)[/spoiler]. I also feel that the game does move just a bit too slow at some points, but I think this was more a result of it not always being very clear where I was supposed to go, so if I made an error and had to backtrack, it felt a bit longer than I would have liked in these parts, but this wasn't an issue when the path was clear. In the end, the developer said it best. "You walk around and press the 'interact' button". That is the extent of the gameplay, minus a few moments of comedic levity, some minor mini-game type sections, and a few occasional (non-obvious) puzzles. If you're looking for something more than that, like heavy skill-based gameplay, look elsewhere. That's not what this is, and it's not what it's trying to be. It's somewhat rare for me to feel the need to post a review immediately after playing a game, but that's what I felt the need to do here. Demensa, you may or may not accept the words I am telling you here (if you are anything like me, praise can be an incredibly difficult thing to accept), but what you've made here is absolutely deserving of a high level of praise. You have absolutely outdone yourself in bringing a very real part of who you are to light, and have a knack for making others FEEL through your work. Take that however you want, but I am appreciative having played this game, and I think it's going to stick with me for years to come. Thank you for this. Oh, and add a supporter DLC pack or something next time. Let people give you something for your hard work. Seriously. Want to keep updated on games I recommend? I'm a curator! Follow me here! https://steamcommunity.com/groups/Neonetik/curation
One of the heaviest and most real pieces of art I've ever had the joy to experience. This game changed me forever and showed me I wasn't alone in my way of perceiving the world ... That the stuff I felt was meaningful and not something to be disregarded... An experience for the ages. Sincerely, thank you Demensa for making this. *virtual hug*
[h1]A fragile, haunting meditation on the taste of being alive.[/h1] Life Tastes Like Cardboard is a small, unassuming indie game that somehow manages to say more about depression, isolation, and the numbness of modern life than most big-budget titles ever could. It’s not loud or flashy: it’s quiet, uncomfortable, and profoundly human. Beneath its rough edges lies a deeply personal experience that rewards patience and empathy. The game follows a protagonist drifting through a gray, surreal version of everyday life. Dialogue feels fragmented, mundane, and strangely poetic, echoing the emotional fatigue of someone barely keeping themselves together. What’s remarkable is how Life Tastes Like Cardboard doesn’t preach or romanticize sadness: it simply shows it. The story unfolds through small, melancholy moments, where routine becomes reflection and emptiness takes center stage. It’s the kind of writing that doesn’t try to impress you: it just feels true. The characters’ detached conversations, awkward silences, and dry humor all build a sense of authenticity that’s rare in games exploring mental health. Mechanically, it’s minimalist. You explore, interact, and piece together meaning through observation rather than explicit goals. The lack of traditional progression might frustrate some players, but it’s deliberate: the pacing mirrors the protagonist’s emotional stagnation. Every small decision, every detail you notice, feels like a quiet act of resistance against apathy. The structure encourages replaying: choices subtly change tone and dialogue, and revisiting scenes reveals new emotional layers. There’s no “right” way to play, only interpretation. The pixel art is intentionally crude and washed out, as if drawn through exhaustion. It suits the subject matter perfectly. The muted color palette gives the world a suffocating stillness, while subtle animations (like flickering lights or drifting dust) hint at the life beneath the numbness. The atmosphere carries the same tension as a dream where nothing happens but everything feels wrong. It’s unsettling in the most introspective way possible. The sound design is restrained, almost minimal. Ambient noise replaces traditional background music, amplifying the sense of emptiness. When music does appear, it’s sparse and haunting, simple piano or distant drones that feel like echoes of emotion long forgotten. It’s rare for silence to be used so effectively in a game. Few games manage to evoke this kind of quiet melancholy without slipping into melodrama. Life Tastes Like Cardboard respects its subject. It’s not trying to fix or explain depression: it just lets you inhabit it. By the end, you’re not rewarded with catharsis, but with understanding. The game trusts the player to sit with discomfort and find meaning there. Life Tastes Like Cardboard isn’t a game for everyone. It’s slow, introspective, and painfully honest. But for those willing to meet it halfway, it offers one of the most sincere explorations of emotional emptiness ever made in the medium. It’s not about escape, it’s about recognition.
my life be like
oh. oh.... "i'm afraid that someday i won't feel bad"
I absolutely adore the symbolism and artwork. It may seem """messy""" but it is intriguing soulful. Almost like a deep dive into the creator's mind. I very much enjoy that, and could relate in my own sorts of ways. 10/10 Thank you for creating and sharing this experience.
Genuinely one of the best narratives and soundtracks oat
life does taste like cardboard
ollie is cool
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.