
An autobiographical adventure about pain, identity, and the rituals we create to heal. As you assist the mysterious S. in coming to terms with different types of grief, 𝘗𝘭𝘶𝘮 𝘙𝘰𝘢𝘥 𝘛𝘦𝘢 𝘋𝘳𝘦𝘢𝘮 invites you to slow down, reflect, and embrace every version of yourself. 🌺
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About
Plum Road Tea Dream tells the semi-autobiographical story of 'S', a young queer game designer of color who creates virtual spaces that reflect their own introspective journey.
As you delve into 'S's life, you discover the complexity of pain, joy, grief, celebration, self-actualisation and the need for new rituals. Plum Road Tea Dream invites you to slow down. Awakening in you the urge to confront your own thoughts, to question and to feel. Deeply.
Rest, sanctuary and comfort
Based on autobiographical experiences, and real-world events
A short narrative experience
Inspires real-world reflection on topics such as grief, identity, crying, human touch and rituals
Discover seven sanctuaries created by the mysterious ‘S’. These structures hold untold stories, memories, the need for a safer world and the potential for healing.
Each sanctuary offers a distinct gameplay style: Collect tablets to create animistic gods with a futuristic machine and encounter challenges in empathy to be able to manifest the Sword of Sadness and shape its myth. Meet the guardians that portray multiple selves of 'S' as they reveal the secrets of their surroundings.
Centering queer narratives and characters of color, Plum Road Tea Dream celebrates diversity, self-expression, and acceptance, offering stories and perspectives rarely explored in games.
You travel through an eclectic range of landscapes and thought-provoking mini-games, with visual styles ranging from hyper realistic modern graphics to the nostalgic pixelated charm of PSX-era games.
With the main action in the game being walking, sitting and listening, Plum Road Tea Dream is an invitation to slow down and wonder, that is best enjoyed with a warm cup of tea.
Plum Road Tea Dream acknowledges pain that needs to be felt but aims to surpass the hardships. It’s a transformative journey of self-acceptance & resilience, culminating in an uplifting and hopeful conclusion.
Hello, my name is Samuel Baidoo.
I am a Belgian-Ghanaian creator based in Antwerp. I have a background in dance, visual arts, performance and a big love for collaborating. Across all of my work, I explore how personal experiences can become shared experiences, and how fragments of memories, images, music, games, films, anime, manga and everyday life can be gathered together and transformed into something meaningful.
Plum Road Tea Dream grew from that process. I created it alongside a group of game developers and many generous collaborators.
In some ways, I am 'S'. But 'S' also holds the stories, thoughts, hopes, and dreams of many people who helped bring this world to life. 'S' is the long hours spent writing code, the hands that modeled and textured this world, the voices that offered feedback, and the friendships that sustained the project. 'S' is the result of countless conversations, shared experiences, and collective care. Though the story begins with me, it does not belong to me alone.
My hope is that playing Plum Road Tea Dream, gives you space for grief, reflection and rage. And perhaps, in following 'S's journey, you may discover something of your own story within it. 💕
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[b]At a Glance[/b] [b]Recommendation:[/b] Recommended with Caveats [b]Best For:[/b] Players interested in autobiographical games, queer art, and thoughtful explorations of identity, grief, and healing. [b]Not For:[/b] Players looking for traditional gameplay, romance, explicit M/M content, or an escapist experience. [b]Playtime:[/b] Approximately 2 to 3 hours. [b]MLM Tags:[/b] Adventure, Gay-Centered, Drama, Short Game 💬 [b]Supportive Caveat[/b] [i]Plum Road Tea Dream[/i] is best approached as an interactive autobiographical art exhibition rather than a conventional video game. Its minimal gameplay emphasizes exploration, reflection, and conversation rather than challenge, progression, or traditional entertainment. Players should expect to walk alongside the creator through deeply personal memories rather than embark on a conventional adventure. [b]🎮 Gameplay & Genre[/b] [i]Plum Road Tea Dream[/i] is a narrative exploration game divided into seven sanctuaries within the mind of “S,” a semi-autobiographical representation of the developer. Each area contains environmental tasks, memories, and a different facet of S’s psyche. Completing the required tasks unlocks a conversation with that facet, after which the player must respond with empathy and understanding to help S accept and integrate that part of himself. Walking, observing, sitting, listening, and reflecting make up most of the experience. Each sanctuary introduces a small interactive mechanic connected to its themes, but these systems primarily support the autobiographical narrative rather than provide substantial gameplay of their own. Achievements are generally straightforward, although searching for every tablet can become time-consuming and interrupt the otherwise contemplative flow. [b]🔥 M/M Content[/b] This is neither a romance nor an erotic game. It is an autobiographical exploration by a gay man examining the experiences that shaped him, including homophobia, family rejection, grief, identity, and self-acceptance. His sexuality is important to the story, but the game is concerned with the full range of experiences that made him who he is rather than romantic relationships or gay male desire. This makes [i]Plum Road Tea Dream[/i] M/M material in a very different sense from most games featured in this space. It does not offer romantic or sexual fantasy fulfillment. Instead, it invites players to understand one gay man’s memories, wounds, rituals, and efforts to become whole. [b]🎨 Visuals & Style[/b] The game shifts between modern environments, PSX-inspired graphics, pixel art, and abstract dreamlike spaces. Each sanctuary has a distinct visual identity tied to the memories and emotions explored there. The variety of styles reinforces the idea that every area represents a separate facet of S’s inner life. The environments, music, and sound design create a calm, contemplative atmosphere. The overall presentation frequently resembles a curated digital art exhibition, with each space functioning as both an environment to explore and an artistic expression of memory, grief, or identity. [b]🗣️ Tone & Writing[/b] The writing is sincere, deeply personal, and willing to let the creator’s experiences remain specific rather than forcing them into a universal message. S reflects on family rejection, identity, grief, belonging, and the painful ways his relationship with his father helped shape him. The experience is frequently melancholy and occasionally peaceful, but rarely joyful in a conventional sense. It reaches toward healing, self-acceptance, and hope without pretending that painful experiences can simply be erased. The goal is not escapism, but reflection and the gradual acceptance of every part of oneself. [b]👍 Best Thing[/b] Its sincerity and willingness to use games as a form of personal artistic expression. It demonstrates that M/M games can explore gay life beyond romance or sex, even though desire and erotic expression remain important parts of gay male culture and its history. [b]👎 Worst Thing[/b] Its limited conventional gameplay and deliberately slow pace will make it difficult for some players to connect with. Searching for every tablet can also become tedious and pull attention away from the emotional narrative. [b]⭐ Final Verdict[/b] [i]Plum Road Tea Dream[/i] is an unusual autobiographical experience that invites players to walk through another person’s memories and understand the events, relationships, and emotions that shaped him. Its visual experimentation, intimate writing, and reflective structure show how games can function as personal art rather than traditional entertainment. Players interested in experimental storytelling, digital art–style presentation, and reflective explorations of gay identity are the intended audience. Those looking for M/M romance, sexual fantasy, conventional gameplay, or escapist entertainment are unlikely to find what they are seeking here. [url=https://store.steampowered.com/curator/45790038/]I also curate a Steam page reviewing M/M games if you're looking for more titles in this space.[/url]
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Languages: English*, Dutch*languages with full audio support
Hours played at review time, across 22 reviews with recorded playtime.
Premise This review reflects my personal experience with the game. While I aim to write thoughtfully and as fairly as possible, my reviews are subjective in nature and should not be used as objective metrics to assess/critique a game. I also curate a steam group which focusses on reviewing BL/Bara/MxM VNs. Feel free to join if you would like to see more reviews! :) [url=https://store.steampowered.com/curator/46061383-Gay-Games-Vault] Gay Games Vault[/url] [code] SECTION | SCORE --------------------|------- Writing & Story | ★★★★★ Representation | ★★★★★ Gameplay | ★★★☆☆ Art & Direction | ★★★★☆ Recommendation | ★★★★★ Completion: 5-7 hours. [/code] Writing & Story — ★★★★★ Plum Road Tea Dream is difficult to discuss as a conventional game because much of what gives it meaning exists outside the usual expectations of one. There is no grand adventure to complete, no romance to pursue and very little interest in challenging the player. Instead, it uses the video game medium to tell a deeply personal, semi-biographical story about trauma, grief, guilt and the difficult process of learning how to live with what has happened to us. We experience much of this through S, a queer person of colour whose memories and emotions gradually become spaces for us to enter and explore. This could have been written as a memoir, but reading about someone's trauma creates a different relationship from being asked to walk through it. Here, memories become places and emotions become environments. Not all of that symbolism is immediately understandable. Objects such as the sword, for example, can feel deliberately abstract and there were moments when I was unsure exactly what the game wanted me to take from what I was seeing. Memory itself is rarely organised into a convenient narrative and Plum Road Tea Dream often seems more interested in recreating an emotional state than explaining one. The journaling sections were where the experience became particularly meaningful for me. Until then, there is a certain distance between S and the player: these are his memories, his experiences and his pain. Journaling begins to change that relationship. We are no longer simply witnessing what happened to him; we participate in the process through which he confronts and reframes it. Perhaps, the most important takeaway from this game is that healing does not mean erasing the past, nor does it suggest that enough introspection can somehow undo trauma or grief. What happened to S remains part of him. The journey instead becomes about changing the relationship he has with those experiences, allowing them to belong to his history without continuing to determine who he must become. Representation — ★★★★★ There is a vulnerability to Plum Road Tea Dream that would be difficult to reproduce through conventional representation alone. S is not important simply because he is queer or a person of colour. Those identities inform his experiences, but the game allows him to exist beyond them. We encounter someone recounting memories that are complicated, painful and occasionally contradictory, rather than a character constructed to represent an idealised version of queer life. The game does not appear interested in presenting suffering merely to demonstrate that suffering exists. Trauma is part of S's story, but so are joy, reflection, connection and the possibility of healing. There is an important difference between a story that defines queer people through their pain and one that acknowledges pain while refusing to let it become the conclusion. Gameplay — ★★★☆☆ If you approach Plum Road Tea Dream looking for a traditional gaming experience, you may be disappointed. Interaction primarily involves exploration, observation and participation in several experimental sequences rather than conventional challenges or progression systems. Completing everything takes approximately five hours, and much of that time is spent moving through environments at the pace the game establishes. That pace occasionally became frustrating. Movement felt unnecessarily slow to me, even after increasing the available speed setting by 35%. In a game where walking and exploration are among the player's main forms of interaction, that becomes more noticeable than it would in a mechanically busier experience. There are other interactive elements, with the journaling being by far my favourite. Importantly, these interactions generally exist because the game needs the player to do something with an experience rather than simply read about it. That is where its use of the medium works best. I therefore find it difficult to judge Plum Road Tea Dream purely on conventional gameplay terms. Gameplay-wise, there is relatively little here that I would call impressive. Artistically, however, interactivity changes our relationship with the material, elevating it drastically. Art & Direction — ★★★★☆ The visual presentation is deliberately eclectic, moving between different aesthetics as S's journey unfolds. Some environments are beautiful, while others have a noticeably rougher quality. I would not describe the game as technically exceptional, but technical polish is only one measure of what visual direction can accomplish. Here, changes in style help memories and emotional spaces feel distinct from one another. The inconsistency almost becomes part of the language through which the story communicates. We are not exploring one coherent physical world, so the game has little reason to make every environment obey the same visual rules. Its more abstract imagery is likely to divide players. At times I enjoyed being left to interpret what I encountered; elsewhere I wanted a little more guidance. There is a difficult balance between allowing symbolism to remain personal and making it so obscure that the audience struggles to understand what is being communicated and Plum Road Tea Dream occasionally makes that difference a little difficult to access. Do I recommend it? — ★★★★★ Yes, but with an important caveat. I would not recommend Plum Road Tea Dream to someone simply looking for their next game. I would recommend it to someone willing to approach a video game as a work of personal expression. For approximately five hours, Plum Road Tea Dream allows us to enter a semi-biographical account that might otherwise have existed as words on a page. We walk through memories, encounter pain that does not belong to us and eventually participate in the journaling process through which S begins to reconsider his relationship with that pain. Plum Road Tea Dream may not be an extraordinary game in the traditional sense. As an exploration of the human experience through the language of video games, however, I found it deeply moving and unique. Thank you for providing us with this experience.
This is somewhat of a biography in game form, following a game designer who takes you through its level prototypes. It begins with a few small rooms surrounded by white space, with missing fragments that make them feel unfinished. You move through these rooms and every other location from a standard first person perspective at a slow pace, without any acrobatic abilities such as jumping, crouching, or sprinting. The locations show a clear sense of evolution, starting with what look like photographs plastered onto flat textures to create rooms. Later come abstract clay objects, followed by interactive elements. Every interaction is marked with a bright yellow dot, although sometimes they are visible from far away, while other times you have to get close before they appear. Once you reach one, you press a button to perform its single assigned action, whether it is picking something up, activating a mechanism, talking to statues, saving at cauldrons, or something else. Although you can walk off the edge of certain maps, dying is impossible because you simply respawn on the nearest solid ground. You will still want to save often, however, since there is no autosave if you decide to quit the game. After the introduction, the narrator steps away and leaves you in the main hub, from which you enter the remaining stages. The first stage is already a strong introduction to the game's experimental presentation, showcasing its appreciation for different forms of art. Here, you collect tablets depicting simple, everyday objects such as a ladder, vase, or lips. At a device located at the top of a staircase, you choose six of them, which then appear on a screen and can be freely arranged into an abstract image representing a god. There are no right or wrong choices, and every combination is accepted. Afterward, you unlock a passage back to the starting point and discover that a new path has opened. This becomes the game's main loop, with another path unlocking each time you complete the current stage. The stages are self contained prototypes that do not really connect to one another. Some are small, such as an apartment where you water plants, while others are much larger, like a vast landscape where you follow a glowing road. One stage, where you walk through a garden filled with sleeping real people and plant flowers around them, is among the highlights. Every stage concludes by completing its central objective, breaking the seal, and opening a portal back to the main hub. As you progress, additional tablets appear throughout the hub as collectibles. These can be brought back to the device at the top of the stairs, allowing you to create a new god using the newly discovered objects. Completing stages also adds new details to the hub, unlocks conversations with more statues, and eventually lets you use a dagger to restore them to human form. The game is fairly short, and although it may initially seem that some stages cannot be revisited, a few become available again after the ending, though not all of them. At that point, you can search for missing tablets, diary pages, write your own diary entries, and hunt for achievements. Unfortunately, one achievement is definitely bugged, while several tablets are either missing entirely or hidden in extremely abstract locations.
游戏的场景设计非常巧妙。最开头的那些3D扫描场景和泥塑虽然粗糙,但也别具一格。游戏内也有不少物品是这样的风格。整体的体验非常有氛围感,每一个区域都有独属于他们的名字。也没有什么目的性,可以随意地到处走一走,逛一逛,按照自己的步调来和场景中的人物聊聊天,读一读偶尔蹦出来的作者的话。路径设计也很多样,各种地方都能去探索。还能收集到很多隐藏的收集品。像是日记的片段,和图案的冰块。随着游戏的推进,冰块会时不时的出现在玩家的面前。把它们捐赠到一个收集器中,可以拼凑出图案,投影出新的神明。 再多次回到“Homeworld”之后,这里真的给了我家的感觉。其实我第一次来到这里的时候迷路了,没有看到传送门背后有一个画出来的门。第二次从天上走下来,看到这一块熟悉的场景有了新的变化,有一种哇哦的感觉。果然,这片区域不是白白设计的。Homeworld总是在不停地产生新的变化。它能通往各处,就像是连接各处的桥梁。 而它正中心还有一个手动存档点,好让人安心啊。在去过“Lullaby NAN My Fairy Fountain”之后还会获得一本日记本。日期本会长久地存在于手动存档点的下方,每次存档的时候都可以拿出来翻一翻,记录一下自己的想法。看看新收集到的日记页里有什么新内容。喜欢作者和妈妈的故事。 作者说“a M ausoleum”是他创造的所有空间中,唯一一个能想象在现实中模样的空间。那块独特的区域也确实给我一种很现实的感觉,靠近以后,树木丛林的景致才会显现出来,有一种探索的感觉。而且路径设计也很有意思,虽然在正中央有一条白色的引导路径,但是在既定的白色路径之外一些明显是已经走出来的路都可以去走,去开拓。 而且,我好喜欢这块区域最顶上的设计,好神啊。一篇黑暗中彩虹的光投射下来,就像彩窗玻璃一样照耀着中间的石头。那些椅子围绕着照在石头上的光芒,像是互助会那样。阳光照在地上,金光闪闪的。空气中灰尘浮动。坐在椅子上看着作者的那些旁白,内心的话语徐徐道来。然后看着门边的枷锁打开来。在游戏的最后又见到了那些椅子。 在之后也有很多像这样的区域设计,有些还很有互动性。伴随着有些佛教的音乐,坐在椅子上,作者讲了很多关于自己的故事和想法。“Dream Garden”里的叙述非常的细腻。 那些带着结晶的石质人类雕像,胸口有着奇怪的符号,偶尔可以交谈。它们是作者需要帮助的一部分化身。在时机到了之后,你可以通过RPG战斗来解开它们的心结。虽然说是RPG战斗界面,但并不需要真的战斗,只是通过一步步的行动来接近它们了解它们,让它们释怀。游戏也经常会让你写下自己的故事,你在了解作者的同时,也会更了解你自己。 [code] No Responsibility Review,只根据个人喜好进行评测: [url= https://store.steampowered.com/curator/36266776-NRR233] 无责任评测[/url][/code]
Do you know ENA: Dream BBQ? Well, this game is the same but wierd differently. It is a surreal walking simulator, a journey into a very twisted psyche, and that makes it a unique experience to recommend. But beware, it needs openness and patience to reach the end and see what it can offer. (Also, the prologue is quite boring and somewhat narcissistic; just give it more than 5 min, and you will be ok ;) ) Also, also, it needs faster mouse speed. I have a gamer mouse with a DPI setting, so I got it covered, but the original speed is painfully slow. [quote]Follow us for more [url=https://store.steampowered.com/curator/45113328-Awesome-Adventure-Friends/] Awesome Adventures![/url] [/quote]
First I will say if a personal art project of a black queer individual as a walking simulator that takes cues from beginner's guide and undertale with a lot of reading sounds unappealing to you then you will not have a good time here. It is what it says on the tin, A game where you find out how S. deals with the world through their art. It has slow walking speed, a lot of reading, and deliberate oddities. Fortunately I like all those things and find S. trying to reach through the screen with their thoughts and history remarkably compelling. There are things in this game that do set it apart from other games where you walk around a space and take everything in. The create a god mechanic, Writing in your diary that you share with S., and the collectathon element do make this feel more like a game and less of an interactive museum piece (even if there is an interactive museum piece). There are also many QOL features that show they were trying to make sure that the friction that does exist was on purpose. Falling off ledges almost instantly brings you back where you were, they have a focus point so you can avoid motion sickness in a game you can't run (just in case, love that), and a save system that asks you gently if you would like to save. I think this game clicked with me when I made my first god. I just enjoyed putting the pieces together and seeing what came out. Thinking about what a piece of art says and letting it ruminate is how most art works, but this game goes a step further and gives you a space within it to ruminate on itself. The diary is I think the core of the game. The ability to see what's happening, interact with everyone in this world, read about S.'s history, and then be given a space where you just jot your thoughts of what happened really put everything together. This is a game where you learn about who S. is and how you feel about it. Near the end of the game S. is ruminating on mourning and connecting with a person they never met which to me felt like a thesis for the game, I have never met S. no matter how many plants we took care of, how much we played hide and seek, and how much I read we never met. They are a person in a game that is frozen in time. A snapshot I could explore. I'm glad to have connected with you S. Though we will probably never meet. I had a good time in your evolving snapshot of you, with it's god's who I twisted into being, words I did not know I had, and a small world that looks like only what you could make. So with all that out of the way holy hell is did the music and sound team just knock it out of the park. The soundscape set the right mood at the right time basically always. Good job on the score and foley.
This is such a lovely game! It was such a well paced, meditative experience that honestly made me think about some things I hadn't thought about in a very long time. The mixed media usage is also amazing and I really love what the studio did with this! Absolutely wonderful experience and I fully reccomend anyone picking this up if you're after an experience like that!
Great story and a wonderful journey
I was lucky enough to receive a full key from the developer and spent around 5 hours with Plum Road Tea Dream ahead of its July 27 release. This is an autobiographical-style adventure about pain, identity, grief, healing, and the rituals we create to cope. You explore sanctuaries built by the character 'S.', a young queer game designer of color, and the game invites you to slow down, wander, reflect, and sit with heavy emotions. The writing and storytelling are exceptional. The narrative sections struck a deep chord—raw, honest, and sometimes heartbreaking. It tackles sensitive subjects in a way that genuinely moved me; at points I found myself wondering how the dev was doing in real life because the emotion feels so personal and lived-in. It powerfully captures feelings of aloneness, especially within the LGBTQ+ experience, and the search for safety, connection, and self-acceptance. This one will stay with you. Gameplay is deliberately slow and contemplative (walking, exploring, interacting with mini-games and guardians across seven unique sanctuaries). It's short but replayable in parts, and I could easily see myself returning to certain spaces. The shifting visual styles are a highlight in some areas—phenomenal and immersive—but more minimal or retro in others. It fits the dream-like, memory-based theme, though the contrast is noticeable. This isn't a big-budget spectacle or action game. It's intimate, artistic, and focused on emotion over mechanics. If you're looking for something sincere that centers queer and POC perspectives and gives space for real feelings, it's very special. Highly recommended for the right audience—especially anyone who appreciates narrative experiences that make you reflect on your own life. Thank you to Samuel Baidoo and Reveal Game Studio for the opportunity to review!
You're kidding, right? How is this even a game? Yeah yeah, I get it - first project and all that. But wtf.. Scanning empty spaces (BADLY) and then filling them with equally low-quality objects.. hmm.. I honestly don't know who may possibly like it. At first I thought it was just AI slop generated on some chinese website (standart) but turns out it's just a cheap 3D scanning device producing that kind of image. I actually had the same idea myself - using scanning if you can't properly model from scratch. But once I saw the quality of 3D scans even on decent mass-market devices.. it's messy. Really messy.
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