Creatures Such as We

Creatures Such as We

Version:1.3.23

Published:January 21 , 2026 17:58:12 PM

Introduction

Creatures Such as We: Text-Based Philosophical Interactive Romance Novel

Creatures Such as We is an award-winning text-based philosophical interactive romance novel by Lynnea Glasser. Set on a moon-bound tourist destination, it lets players control the story through choices, blending romance, art debates, and existential themes without graphics or sound effects. Praised for its writing and depth, Creatures Such as We offers inclusive storytelling and multiple narrative paths.

Creatures Such as We

Moon Tourist Destination Immersion Through Text Choices

Players step into the role of a Space Joy tour guide on the moon in Creatures Such as We. They progress by selecting text-based choices to explore lunar landscapes and interact with tourists. Each choice shapes the narrative’s tone, from sharing moon’s beauty to venting loneliness. This immersion deepens connections with NPCs, directly influencing later romantic or professional dynamics in Creatures Such as We.

Creatures Such as We

Philosophical Debates on Gaming as Artistic Expression

Creatures Such as We centers on debates with visiting game designers about art’s purpose. Players choose dialogue to argue, inspire, or challenge designers’ views. These exchanges reward players with shifted perspectives, unlocking new story branches. This feature elevates Creatures Such as We beyond romance, appealing to users seeking intellectually stimulating narratives.

Creatures Such as We

Six Unique Character Paths: Romance or Professionalism

Creatures Such as We offers six distinct character routes, letting players pursue romance or keep interactions professional. Players select dialogue and actions tailored to a specific designer, building rapport through consistent choices. Progressing a path unlocks intimate conversations or professional respect, dictating the core relationship arc in Creatures Such as We.

Creatures Such as We

Dual Character Control: Protagonist and In-Game Avatar

Players manipulate two roles in Creatures Such as We: their moon guide protagonist and the avatar of the game-within-a-game. They make choices for both, with in-game avatar decisions reflecting on the protagonist’s debates. This dual control creates narrative synergy, as avatar outcomes influence how designers perceive the protagonist in Creatures Such as We.

Inclusive Character Customization for Identity and Orientation

Creatures Such as We prioritizes inclusivity with customizable gender identity, orientation, race, and age. Players set these traits at the start, which shape NPC interactions organically. This feature ensures diverse representation, letting users see themselves in the story. It’s a key strength that makes Creatures Such as We accessible to global audiences.

Bridging Player-Designer Gaps Through Narrative Choices

Players in Creatures Such as We decide how to connect players and designers. They choose to mediate, advocate, or challenge, directly impacting the game’s ending. Success in bridging this gap rewards players with their desired game conclusion. This choice-driven resolution makes Creatures Such as We feel deeply personal and impactful.

Creatures Such as We, a second-place winner at the 20th IFComp, thrives on imagination and choice. Its rich writing and meaningful themes make it a standout text-based experience. For users seeking narrative depth over visuals, Creatures Such as We delivers an unforgettable journey of love, philosophy, and self-discovery.

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Informations

Size:11.13 MB
Version:1.3.23
Category: Role playing
Package Name:com.choiceofgames.creaturessuchaswe
Rating:10.0

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