
Wander through a shifting simulation that feels both tragic and hilarious. Observe, interact, or simply exist as the world reshapes around you — a meditative, overstimulated reflection on what it means to keep going when everything’s falling apart.
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Wander through a shifting simulation that feels both tragic and hilarious. Observe, interact, or simply exist as the world reshapes around you — a meditative, overstimulated reflection on what it means to keep going when everything’s falling apart.
Part video game, part art installation, Sometimes to Deal With the Difficulty of Being Alive… is an interactive loop of coping mechanisms — a place where despair and delight blur into the same texture. You’re not given objectives, just a living space that responds to your presence, your stillness, your curiosity.
Every moment feels absurd: NPCs that sing about heartbreak in glitch-voice harmonies, battlefields that double as therapy sessions, color palettes that shift with your emotional temperature. It’s overstimulation as catharsis — the act of being overwhelmed as a kind of peace.
In the end, it’s not about survival. It’s about resonance. A digital hum that reminds you you’re still here — and somehow, that’s enough.
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
Cheese often goes well with warcimes, i also think on the changing landscape of canada and how zaza affected their currenc
This game isn't really a normal game to review. It's basically some interactive surreal simulator. Heavily based within art style and atmosphere. Personally I'd say It's not awful, It's interesting. This is also Jeremy Couillard's weakest release. All other games from this developer are better. With that being said, the price is low so It's ok. There is less than one hour of content in there. And honestly I'd like to give it a neutral review. But steam doesn't have that option in reviews. I don't think it deserves a negative review tho. The game is exactly what it says on this page. Weird experience that some might find lovely. Don't buy it expecting anything more though.
Sometimes to Deal with the Difficulty of Being Alive, I Need to Believe There Is a Possibility That Life Is Not Real, developed by Jeremy Couillard and Ireneo Mercado and published by Akupara Games, is a deeply unconventional digital experience that sits at the intersection of interactive art, simulation, and philosophical exploration. Released in 2019, the title intentionally defies traditional gaming structures, offering no explicit goals or linear narrative. Instead, it invites players into a surreal, open-ended world where discovery, observation, and personal interpretation take precedence over conventional gameplay mechanics. The game’s world is composed of a series of interconnected environments, each filled with objects, spaces, and interactive elements that encourage curiosity and experimentation. Players can wander through abandoned buildings, stumble upon playable mini-games, or explore hidden areas such as secret lairs or live performances within the game itself. One of the game’s intriguing aspects is its multiplayer functionality, where players may encounter others and are left questioning whether they are interacting with humans or AI. This deliberate ambiguity reinforces the game’s overarching theme of questioning reality and exploring the boundaries between perception and existence. A central feature of the experience is the depiction of three NPC survivors of a post-human apocalypse. These characters engage in repetitive, often absurd routines, attempting to reconstruct society through cycles of creation, destruction, and mundane activities. Their behavior includes everything from gossiping, meditating, and sending emails into the void, to inventing technology that produces artificial intelligence only to self-destruct. Players can observe these cycles from multiple perspectives, choosing either to intervene, engage, or simply watch. This creates a dynamic, evolving narrative that unfolds organically, allowing for moments of reflection, humor, and existential curiosity. The design encourages passive and ambient interaction, transforming the game into a kind of living installation. It can run continuously in personal spaces, galleries, or social environments, operating independently of player input while still remaining a source of fascination and discussion. This open-ended functionality allows the game to act as both an art piece and a social experiment, prompting questions about the nature of existence, identity, and human behavior. By providing an interactive, continuously evolving environment, the game encourages long-term engagement in a way few traditional games attempt. Visually, the game employs a minimalist and abstract aesthetic. Simple shapes, muted textures, and stylized animations are used deliberately to focus attention on the conceptual and philosophical aspects of the experience rather than realistic depiction. This abstraction creates an uncanny, contemplative atmosphere that aligns with the game’s existential themes, reinforcing the feeling that the player has entered a world governed by its own internal logic rather than conventional rules. Sound design plays a subtle but crucial role in shaping the experience. Ambient music and environmental sounds create a meditative and reflective tone, complementing the game’s visual simplicity and open-ended mechanics. The audio reinforces the sense of immersion, allowing players to become absorbed in the environment and encouraging moments of introspection as they explore or observe the NPCs’ routines. In conclusion, Sometimes to Deal with the Difficulty of Being Alive, I Need to Believe There Is a Possibility That Life Is Not Real is an experimental and thought-provoking work that challenges traditional definitions of video games. Its open-ended structure, philosophical undertones, and focus on passive observation create a contemplative and immersive experience that is as much about reflection as it is about interaction. While it may not appeal to players seeking clear objectives or structured gameplay, it succeeds as a unique exploration of existential themes, offering a rich, meditative experience that lingers long after the game is turned off. Rating: 8/10
Huh.
Beautiful simulation. From my understanding it's kind of going through devs thought process and unanswered questions through and about life. It really resonates with me and honestly this makes me feel less alone. Knowing that someone out that wonders the same thing I do. Hate to sound narcissistic but I always wondered if i was just more than other people, I just didn't know that other people thought and feel the same things I did. It was always in the back of mind on whether or not i'm just more profound than everyone else or not. It frightened me I wont lie but playing this game kind of made me realise that i might not be alone in these thoughts and maybe everyone else thinks this was and its just taboo to talk about. Also don't think i'm proud of these narcissistic thoughts of me being more profound than others because i am actually somewhat ashamed of those thoughts. To think I know anything more than every other person walking this earth was stupid and thank you too this game for opening my eyes to it. Can't wait to play more of your games Jeremy, Godspeed.
Pure videogame postmodernism. A surrealism work that transcends the jumble of coherent and tear-jerking narratives or terrible battle passes and skins to be the closest thing to art. The reference to Mark Fisher is a nice touch. 9/10
Is this a game? Perhaps. Is this Art? Sure. Is it good? I'm not sure. Is it bad? No...? Then what is it? What is its purpose? Why do we do the things we do? IDK. Do you?
I liked the idea of the game. I was really looking for something experimental, truly artistic. Despite cons like poor optimization, soft lock, and somewhat clunky movement. I believe the price is fair for something experimental and that any "technical problem" isn't really relevant to this type of art unless it ruins the game, which isn't the case here. BUT.... unfortunately, I lost all the personal connection I had with the game when I saw that the poetry of sadness and absurdity mixed with social criticism and converged into pure and simple communist propaganda, including the appearance of communist symbolism and an image of a communist politician from the past. To be clear: I don't mind that the game's absurdity contains criticism of capitalism. I even agree with the criticism. But I don't think that just because I don't like the way things actualy are, I have to adhere to the propaganda of a even worse ideology, a genocidal ideology, and think it's cool to have an image of Stalin in the game. The impact of seeing such blatant advertising amidst the psychedelia of the game is as if the game has "lost credibility" for me. I can no longer connect myself with it.
This game is like being on a happy acid trip, 10 out of 10 if you need a new experience in life
A mensagem passada é real, mas isso não tira o fato de que o criador desse jogo estava sob o efeito da verdinha ao fazer ele
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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