
Creatures Such as We
Living on the moon is lonely, and stressful, and exhausting. Video games have always offered you an escape to a better life. The easy, happy life you wish you had. Which makes it so frustrating when the game you've been playing ends badly.
Developer
Publisher
Release
May 12, 2017
9 years and 84 days ago
Steam Reviews
Positive36 reviews91.7%
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Game contextLatest: IGF Team
| ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan. | Status | Notes Latest Contributor: IGF TeamEdit notes |
|---|---|---|
Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer. | ||
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher. | The documented publisher is controlled by a publicly traded or corporate parent. | |
Updated: Jul 14, 2026Publisher statusHow the game's publishing relationship is classified. | The documented publishing relationship is controlled by a public-company publisher. | |
Updated: Jul 14, 2026Creative controlWho appears to retain creative control of the game. | A material outside publishing relationship creates mixed creative-control evidence. | |
Updated: Jul 14, 2026Release statusWhether and how the game has been released. | The title released with a material outside publishing relationship. |
Media
5 itemsAbout the Game
Creatures Such As We is a philosophical interactive romance novel by Lynnea Glasser, where your choices control the story. It's entirely text-based--without graphics or sound effects--and fueled by the vast, unstoppable power of your imagination.
Living on the moon is lonely, and stressful, and exhausting. Video games have always offered you an escape to a better life. The easy, happy life you wish you had. Which makes it so frustrating when the game you've been playing ends badly. But you have a chance to figure it out, because the next tourist group is the designers. You can debate with them about art, inspire them with the beauty of outer space, get closer to any one specific designer in particular, and finally find out how to get the ending you always wanted.
Awarded Second Place in the 20th Annual Interactive Fiction Competition (IFComp)
"You absolutely need to play through Creatures Such As We" -- Leigh Alexander
"Well-paced and richly written" -- Emily Short
"I couldn't tear myself away" -- Game Theory Podcast
Living on the moon is lonely, and stressful, and exhausting. Video games have always offered you an escape to a better life. The easy, happy life you wish you had. Which makes it so frustrating when the game you've been playing ends badly. But you have a chance to figure it out, because the next tourist group is the designers. You can debate with them about art, inspire them with the beauty of outer space, get closer to any one specific designer in particular, and finally find out how to get the ending you always wanted.
Awarded Second Place in the 20th Annual Interactive Fiction Competition (IFComp)
"You absolutely need to play through Creatures Such As We" -- Leigh Alexander
"Well-paced and richly written" -- Emily Short
"I couldn't tear myself away" -- Game Theory Podcast
- Immerse in the beautiful setting of a moon-bound tourist destination a tourist destination.
- Explore the meaning of gaming as a form of artistic expression with a cast of game designers.
- Inspire profound discussions, courage, and even love with the visiting space tourists.
- Six unique character paths, with options to be romantic or maintain strict professionalism.
- Play both your character, and the character of the game-within-a-game.
- Decide for yourself the best way to bridge the gap between game players and designers.
- Inclusive options for gender identity, orientation, race, and age.