Niche & Indie Game News
Niche & Indie Game News
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Discover the hidden gems of the gaming world with Niche & Indie Game News. Get the latest updates, reviews, and insights on unique and innovative games from independent developers. Explore the road less traveled in gaming!
Hermit and Pig review – A good time sautéed in absurdity
Hermit and Pig review – A good time sautéed in absurdity A life of solitude with your pet pig is thrown off course when a magic mushroom crash-lands on Earth. Forager by day, social recluse by night, Hermit and Pig must navigate society and help the townsfolk scrounge up some food, else chaos ensues. It was an ordinary day for Hermit and Pig, who'd spend every morning scavenging for mushrooms and foraging truffles. That was until Mary showed up. After eating a blue mushroom (because why not?) Hermit and his only friend, Pig, journey into town and into the heart of a conspiracy that's quickly spiralling out of control. Everything wants to fight and talk to you. How will Hermit cope? Hermit and Pig is a turn-based RPG focused on delivering a story-rich, compact narrative that is sure to bring a smile to those who journey with these wholesome companions. While the plot is rather generic and rarely expands beyond its surface, its story isn't the reason to keep playing. The dialogue makes the game Screenshot by Destructoid Screenshot by Destructoid Off the bat, it's clear Hermit and Pig has a distinct identity and so much character. Much like Frog Detective , Thank Goodness You're Here! , and Night in the Woods , Hermit and Pig is quirky, humorous, and packed with funny dialogue that keeps the adventure feeling light. Any form of tension is broken by light-heartedness, where the stakes continuously grow, but settle with comedic relief that tells us to never take what's happening too seriously. It's a pleasant reminder for those like myself, who struggle with social anxiety—that life truly isn't out to get you. Screenshot by Destructoid The dialogue and overall vibrant and cute art style immediately invite relaxation. Even without voice acting, every character has a distinct voice that's silly yet believable, and it strengthens the overarching story. The quirky characters and their interactions bring the otherwise still landscape to life. Quirkiness follows Hermit and Pig's dream sequences, which also remind me of  Night in the Woods . Keep moving, old friend Screenshot by Destructoid Hermit and Pig is very easy to digest with its design and core gameplay mechanics. The pacing and level design are simple but great, and the map is incredibly helpful at pointing out where you need to go without hand-holding. I'm not a huge side-quest fan and find it often breaks the immersion, but Hermit and Pig does a great job at blending quests together that it feels natural, fun, and certainly never tedious. It adds to the story's flow and makes backtracking engaging. Screenshot by Destructoid Screenshot by Destructoid Screenshot by Destructoid Hermit and Pig is packed to the brim with tiny details. Hermit holds quest items in front of him, he spreads his arms out to balance across wooden beams, pets Pig's head for 1HP, and sweats profusely when approaching a conversation. The soundtrack is awesome and very reminiscent of OG Crash Bandicoot . I almost feel tricked into enjoying Hermit and Pig for nostalgia is strong in this one, and I felt transported to my childhood while playing it. Accessibility in combat Screenshot by Destructoid While this RPG lacks in secrets, there are Trinkets to find or barter, Mushrooms to cut, and Truffles to dig up. Speaking of core mechanics, Hermit and Pig has amazing combat options. Being able to simplify controls outside of changing the overall difficulty is an awesome feature I wish more games had. As enemy health bars get higher, the combat expands to give you new ways of fighting back, but it also means fighting gets easier. The UI is clean, and you have everything you could possibly need on the menu, which is super easy to navigate if you ever need a refresher. Screenshot by Destructoid I gave myself a disadvantage using a controller where the buttons didn't line up to what's shown on-screen, meaning I couldn't use any Special move at all without failing miserably (this is not a fault of the game). There is a slight learning curve with the arcadey fighting-game-inspired Combos and Specials that makes Hermit and Pig feel more like playing a WarioWare game than a Pokémon title, as reaction time and quick-thinking take precedent in every fight. Of course, you can remove the challenge altogether by either lowering the difficulty or simplifying the combat. Taking me seven hours to beat, I only felt the need to use Specials at the final boss fight, demonstrating Hermit and Pig 's lacking difficulty. Screenshot by Destructoid There's also the Trinkets, Mushrooms, and Truffles. Trinkets give you combat buffs, Mushrooms act as healing or status effect items, and Truffles revive allies. There is a lot of RNG involved in fighting and logical thinking to figure out what attacks are effective, but I didn't find combat too much of a challenge, especially since I ignored Special moves (Granted, I did play on Normal difficulty). I'm sure, however, that Hermit the Pig isn't intended to be a difficult game. Social anxiety simulator Screenshot by Destructoid Interestingly, you cannot outrun a single thing in this game (which is fitting as you're playing an elderly and anxious man). But Hermit and Pig is very forgiving and wants you to have fun—and fun you shall have. Save stations are found in abundance, meaning it's rare to go into a new fight with low health. It's highly unlikely you'll ever run out of Mushrooms, either, as you can get Pig to forage mid-fight, trade with vendors, or find them as you explore. I will say however, scripted fights should remove the Run feature as there's a moment in the game where I was meant to fight a bear but ran away, then NPCs immediately praised me for beating up a bear... The anxiety aspect of this RPG is uniquely done with the socializing mechanic that behaves similarly to fight encounters. It breaks up the chaos of fighting with dialogue, where you must pick the most socially acceptable prompt, and you will lose 1HP for every time Hermit cringes at your words. While it's entertaining, it's also incredibly easy to complete these sections without losing any health, and they're always positioned near save points. I would have loved it if this mechanic had higher stakes, such as losing more HP, which then puts you at a disadvantage going into the next fight. Screenshot by Destructoid Though Hermit and Pig wants to deliver a story-rich experience, it is sorely lacking in replayability and is overall an easy game to beat if you disable the Combos mechanic. However, if you're looking for a cozy turn-based RPG that is a good time, then Hermit and Pig is an authentically entertaining experience from start to finish. The post Hermit and Pig review – A good time sautéed in absurdity appeared first on Destructoid .
Indie Archives – DestructoidFeb 2
All HELLMART endings and how to get them
All HELLMART endings and how to get them Getting all HELLMART endings can be tricky when nearly everything you do is tracked on an invisible karma system. Luckily, bonuses aren't on the line here. But your life is. Like going full Paragon or Renegade in Mass Effect , there are many choices you can take that determine what kind of player you are, and what fate you'll get based on your performance. Thankfully, HELLMART doesn't have anywhere near as many endings as its work simulator cousin, Zoochosis . Here is how to get all three endings in horror supermarket simulator, HELLMART . Table of contents HELLMART endings guide Keys to the Kingdom - Obtain Hellmart key Groundhog Day - Enter a new cycle Judgment Night - Become a monster HELLMART endings guide Keys to the Kingdom - Obtain Hellmart key Image by GAZE IN GAMES The best ending in HELLMART is achieved by being the best supermarket employee. Keep the store clean, be nice to customers, meet every quota, don't short-change anyone, don't let any fake visitors in at night, consistently defend the store from the monster, and remove all anomalies. Unfortunately, every single thing you do will supposedly have consequences, but this isn't entirely the case. You should prioritize sticking to the rules laid out by your employer (who always calls via the payphone). Keep customers happy by fully stocking the shelves and paying attention to the register so you don't give out the wrong change. Though it isn't implicitly said, stealing and being rude to customers will give you bad karma and handing over too much change will increase your quota that day. You can deny a customer if they're acting suspiciously or if they have a dodgy request, such as Father Grayson, who keeps asking you to donate money. Pay close attention to the night shift. Imposters cause glitches and malfunctions on the camera when you monitor the entrance, their speech has blatant typos, and they'll often use unnatural dialogue. On the other hand, be sure to let the right people in—those who you recognize from the shift you just had, and never assume someone is evil because of their previous behavior in the store. For example, Karen, who demands more change; the shoplifter, who you can catch in the act; or Tiny Bob (because he's creepy-looking). Finally, make sure you tell the Stranger standing outside the cabin where you sleep at the end of each shift, "I have to protect this place from you!" on the seventh day. This ending sees Hellmart change into a normal supermarket called HelloMart. You're given the keys to the store as the rightful new owner. Groundhog Day - Enter a new cycle Image by GAZE IN GAMES Groundhog Day acts as the middle-of-the-road, default ending in HELLMART . Unless you're the perfect employee, this should be the first ending you get. The main difference between this and the good ending is that you've made some mistakes with customer requests and dialogue. This can be done by accidentally increasing the quota by giving customers the wrong change, failing to stop the shoplifter, leaving real customers outside during night shifts, or telling the Stranger that you're not sure whether following the rules is worth it. You can also agree to help the Stranger on the seventh day, but only if you haven't purposely been unhelpful to customers or let in monsters at night. Don't make too many mistakes as you're being watched, and too many will push you into the Judgement Night route. A new cycle begins following Hellmart going up in flames. You believe you've escaped this hellscape, but it's only just begun as the bus rounds the corner onto a brand-new Hellmart. Your first shift awaits, again. Judgment Night - Become a monster Image by GAZE IN GAMES An easy way to get this ending is by doing everything wrong. Be rude to customers and let monsters in. You can then hide from monsters during the night shift, so it counts towards the bad karma you're slowly accumulating. Turning away customers you saw during the day that pass the dialogue and camera check will also count towards getting this ending. Ignore customer requests such as stocking specific items and handing over cigarettes when they ask for them. The dialogue choices aren't as important here. Rather, the goal is to get Worst Employee of the Week, Every Week. Agree to help the Stranger in black when you've reached the seventh day. You can also tell him, "I don't give a shit about those rules!" when he stands at checkout. Choices don't matter as much here, as this character will always appear at the end of the game. Select these dialogue prompts when talking to him: "I just want to survive this nightmare." "What do you want me to do?" This dialogue alone won't give you the bad ending. The goal is to be as terrible as possible without getting yourself killed in the process. In this conclusion, Hellmart is lined with bodies on spikes, the customers you were meant to serve and protect. You have fallen victim to the Stranger's lies, a similar fate to many who came before you. You're transformed into a monster, the very same that'll work hard to break into the supermarket to terrify whoever comes next in hopes that they, too, will fall victim to this curse. The post All HELLMART endings and how to get them appeared first on Destructoid .
Indie Archives – DestructoidJan 31
OBEY THE VOICE story and ending, explained
OBEY THE VOICE story and ending, explained An incident brings you to the white room of OBEY THE VOICE , where a whiteboard with four rules dictates what it'll take to survive. But there are other voices in the room with you, so who are you supposed to trust when there are monsters on your tail? From the same developer of the surreal IN THE FACADE WE TRUST , OBEY THE VOICE will also make you question what's real. Here is our interpretation of the cryptic title, OBEY THE VOICE . Table of contents OBEY THE VOICE story breakdown Where are we? What are the monsters? Who are the voices? OBEY THE VOICE ending, explained OBEY THE VOICE story breakdown Where are we? Image by svklmrt Similar to The Cabin Factory , OBEY THE VOICE blurs homely interiors with a pearly white facility, making the game look like a dream that's trying to copy reality. This, alongside the clear and precise rules you must obey if you want to survive and progress through the story, makes the environment feel somewhat routine, as if you're part of an experimental procedure. Yet, the monsters and the voices you're not supposed to listen to directly contradict the reality presented to you, like you're inside your mind rather than moving around a real facility. What are the monsters? There is a clear reference to the cancelled Silent Hills P.T. with the layout and design of the house we're continuously walking through in OBEY THE VOICE . There are also psychological elements present throughout, such as the radio broadcast that hints at the protagonist's backstory, and the monsters that are connected to our psyche (reminiscent of Silent Hill 2). But what exactly are the entities? Each monster comes with its own set of rules. I believe they represent both the protagonist's mental state and his distorted reality. Here is my interpretation of what each monster represents: Hot and cold Image by svklmrt This entity is restrained by a straitjacket, has a restraint mask, and its head is split in half. The figure likely is the protagonist's inner image; being a person of two minds that contradict and fight one another, while the rest of the body is bound. I believe that the straitjacket and restraint mask is what our protagonist wears in the real world, as he's deemed too violent and unpredictable following the incident. Spot the difference The mannequins may represent the protagonist's loss of identity and the shadowy figure, his fragmented memories of the incident. The Voice says Image by svklmrt This entity is a tall female figure that carries a fetus in her abdomen. She was murdered by her son (the protagonist), who stabbed her in the stomach with a kitchen knife. The entity limps and follows you around the house, getting faster whenever you make a mistake. I'd imagine this level is a twisted memory of the incident. Red light green light The same entity from The Voice says level, but this time, her hands are fused to her stomach, protecting her baby and positioned in a way that looks like an embrace. This references the mother's final act, where she tried to comfort her son during the incident. Find the melody Image by svklmrt The entity is only visible with a camera flash, whose body is an amalgamation and fusion of two separate humans. This may represent the male voice inside the protagonist's head that's trying to gain control as his body looks as though it's birthing a new head and limbs, with the old dangling from the groin. This entity is exposed, a figment that doesn't represent reality, rather a confused and conflicted idea of himself. It may represent the loss of identity and the birth of something new. Morse code Image by svklmrt The entity you shouldn't look is a multi-armed figure with no facial features, except a distinctive large mouth that curves with the natural shape of the ribcage. This could be interpreted as the protagonist's psyche unravelling and his inability to look at trauma directly. Who are the voices? There are three voices in OBEY THE VOICE . Image by svklmrt The first is the authoritative figure, The Voice, who acts as the game's overseer. He observes your progress and tells you how to complete each level. This is a real person, but your reality is put into question by the other voices who invade the procedure. The female voice tries to help by actively defying and questioning every command. The third voice is a male who wants to be in control. But more than anything, both voices want to survive. The mother wasn't the only one stabbed in the incident. A teenage girl and her older brother (the protagonist) survived. It appears as though these have manifested as their own identities inside Patient 10's mind, where something else (outside of the older brother's persona) took over a week before the violent incident. The contradictory voices that you've been told to ignore are separate identities that co-exist inside the protagonist. They demonstrate the character's Dissociative Identity Disorder (DID) and grow more active as you get closer to completing the "consciousness transfer procedure." The tests in OBEY THE VOICE analyze cognitive thinking involving memory, attention, problem-solving, and decision-making to help Patient 10 settle into his primary identity. OBEY THE VOICE ending, explained Image by svklmrt What's strange about the DID reveal is that the other identities weren't in direct communication with one another. While The Voice was listening to the two identities often clashing with one another or speaking as if they were in conversation, working together to defy the procedure; both identities were talking only to the protagonist. Because the identities couldn't communicate with one another directly, The Voice determines Patient 10 is being controlled by the aggressive persona, the perpetrator. The purpose of the procedure may have been to draw out the aggressive persona and separate the other identities that weren't in control during the incident. While the other identities were innocent in this crime, they are deleted from the protagonist's consciousness. This means that only the guilty remains and makes the task of sentencing him easier, for there is now (seemingly) only one identity and is to be blamed for his mother's murder. The post OBEY THE VOICE story and ending, explained appeared first on Destructoid .
Indie Archives – DestructoidJan 31
Five games under $5 worth your time this month
Five games under $5 worth your time this month Summer sale, winter sale, you name it, there's always that time of year you can rely on to get amazing games for an absolute bargain. But now we're waiting for the Steam Spring Sale to come around on March 19, so what do we do with our time until then? After scouring Steam for fantastic video games at low prices, here are five recommendations for under $5 you can play this month (or all year long). Whether you're looking for high replayability and an addictive gameplay loop, fun with friends, or an experience you won't forget anytime soon. Destructoid's recommendations: Five games for $5 Lock in for endless chaos with 'Vampire Survivors' Image by poncle Price: $4.99 More in this genre under $10: Brotato ($4.99) and Megabonk ($9.99) Potentially the best bang for your buck game out there, Vampire Survivors demonstrates that less is more. That is, until you become the physical manifestation of "more" out there on the battlefield. The job is simple: survive against hordes of enemies for as long as possible. For the roguelike enthusiasts and gamers who want both a challenge and to lose hours in satisfying gameplay, Vampire Survivors is action-packed chaos that satiates the demand for more by providing limitless possibilities with builds. I bought Vampire Survivors a few days after its initial launch due to its price. I never knew what the game would turn into, but it hooked me for many hours due to its simplicity, without the extra burden of high fidelity or complex mechanics. It's a great game to just take a breather from the usual. Andrej Barovic - Destructoid Staff Writer and hardcore gamer Is luck on your side, or are you just the world's best gamer? Calling all Hades and Dark Souls players, for this one is for you. The perfect warmup that will surely make you lose track of time, Vampire Survivors is as addictive as Balatro , but this game will actually make you feel unstoppable. Just remember to go outside every once in a while. An experience to remember with 'Sally Face - Episode One' Image by Portable Moose Price: $2.99 Unique like this and under $10: UNDERTALE ($9.99), Midnight Scenes: The Nanny ($3.99), Look Outside ($9.99), and Fear & Hunger ($7.99) Outside of The Last of Us and Red Dead Redemption , you can find some surprising heavy-hitters in the indie world of adventures and RPGs. The charming hand-drawn aesthetic with a morbid cartoonish twist does what hyper-realistic games often cannot. Previously RPG Maker games, now often side-scrollers or point-and-click, these indie titles invite you in with their heartfelt and relatable cast, a study into the human condition, and profound narratives that will leave you wanting more—and Sally Face is one of those games. Games like  Sally Face , though they may not catch your eye for their art style, capture hearts for their realism. It has passion and heart, offering up humor, sadness, and happiness, it is a neat package that can hold more impact in its short run-time than hundreds of hours in a game with a million-dollar budget ever could. For the narrative lovers like myself, this one is for you. Unbeatable atmosphere with 'IT STEALS' Image by Zeekerss Price: $4.99 More horror under $5: Cry of Fear (free), Welcome to the Dark Place (free), IMSCARED ($3.99), and I'm on Observation Duty 4 ($4.99) IT STEALS remains one of the most panic-inducing horror games I've played. Transported to a PAC-MAN -like realm where you must collect orbs to survive, this pixelated nightmare houses abominations that love to play with their food — and you're next on the menu. Adapt, improvise, and try not to lose your nerve in this ever-changing labyrinth of torment. If Maze Runner was made for adults, hellbent on destroying childhoods, it'd be this. Me - A horror enthusiast with an unmeasurable amount of bias. Just trust me bro. From the developer of Lethal Company and Welcome to the Dark Place , IT STEALS is a horror with five terrifying game modes. Just when you thought you got the hang of how this works, the rules reset, and you're now faced against a new threat that's more deadly than the last. A flashlight in hand, the timer counting down to zero, a monster waiting to ambush you from the shadows. If you hate the thought of being chased, then IT STEALS is here to destroy your hopes and dreams. You'll never want to play hide and seek again. Ragebait and destroy friendships with 'PICO PARK' Image by TECOPARK Price: $4.99 More in this genre under $10: Humans Fall Flat ($5.99), PEAK ($7.99), and Chained Together ($4.99) Co-op games let you connect with old friends and new, but PICO PARK might actively destroy the friendship you've spent weeks, months, maybe years building. The ultimate friendship test, PICO PARK throws you into a puzzle platformer, where you must band together and combine brain cells to win. There's always one on the team who takes the game too seriously (me) and another who's the troll of the group (lord help you if there's multiple). I'm adamant this is a Portuguese Man o' War simulator, because if you don't work together, you will surely fail. Depending on the types of friends you have (or the kind of friend you are), PICO PARK could either be a walk in the park or more challenging than Elden Ring . With a real-life sanity meter and friendships on the line, the stakes are high, and you might come out the other side a different person. Good luck, you're gonna need it. Feel more connected in the world with 'Kind Words' Image by Popcannibal Price: $4.99 More like this under $10: Undusted: Letters from the Past ($7.99) and Before Your Eyes ($9.99) Kind Words (lo fi chill beats to write to) is a game about connection. Released before the pandemic, Kind Words grows more valuable and important in our society with each passing day. The coziness of video games such as Animal Crossing and Stardew Valley offers an escape from the mundanity and stresses of life, but Kind Words lets you unburden, unwind, and relax to soothing beats—to help you and others make sense of the world we're all journeying through. Kind Words soothingly validates the fact that we are all in this together, and better yet gives us a chance to positively affect the life and mental health of someone else. Lilia Hellal - sister and queen of cozy vibes Of course, Kind Words doesn't replace a helpline, but there's something profoundly powerful about games like these. In a society that's growing increasingly more disconnected, where feelings of invisibility, unwantedness, and hopelessness are rife on social media, we could all use anonymous letters to help us feel a little bigger and brighter about our place in the world. Though everyone is a click away, there's a loneliness that I, and many others feel on a daily—and games like Kind Words can help fill our hearts—even if it's just by shovelling in love a bit at a time. And in time, we will be full. The post Five games under $5 worth your time this month appeared first on Destructoid .
Indie Archives – DestructoidJan 28
Malaysian-Made Indie Title Lirai: Heir of Darkness Gets Updated Demo AND Launch Date
Malaysian-Made Indie Title Lirai: Heir of Darkness Gets Updated Demo AND Launch DateDark knight rising.
Indie – KakuchopureiJan 27
A magic-themed friendslop game releases next month, and gamers can’t stop talking about it
A magic-themed friendslop game releases next month, and gamers can’t stop talking about it Roleplay as the delinquents of a magical tower that puts Hogwarts to shame, and wreak havoc in the upcoming co-op horror game, YAPYAP . It's never about the journey with co-op horror games, but about the friends you make along the way, and players already have their sights set on this spellbinding adventure. It's a mere two weeks before YAPYAP is set to release on Steam on Feb. 3. Following the viral sensation of Lethal Company back in October 2023; many have reached similar heights and developer, Maison Bap, hopes to achieve the same. What will likely be an early-access release, YAPYAP is a six-player horror game that uses the all-too-familiar formula that makes friendslop games ever so fun. Proximity chat, quirky mechanics, physics-based, and monsters to evade (and hopefully counter); this adventure is sure to tick the boxes you want from a co-op title. Play instruments, look through crystal balls, and cast spells to prank your wizardry rival. Image by Maison Bap With 1.6 million views on their X post for YAPYAP 's release trailer, it's clear there's a community at the ready to sink their teeth into this wizardry world as YAPYAP currently sits on 26,342 wishlists and 9,223 Discord members. While these indie horror games comes and go, where some stick around in the spotlight far longer than others, if YAPYAP was to take off like Lethal Company , R.E.P.O. , or PEAK , it could be a gamechanger for the developer, who has only one game so far, titled BAPBAP . Though BAPBAP is free-to-play and has Very Positive reviews on Steam, we can assume YAPYAP will cost around or under $10 based on the plethora of existing co-op horror games. The success of indie co-op horror games mostly stems from its virality on social media. The simplicity and gimmick these games provide, alongside frequent updates to keep the community coming back for more is a recipe for success. It's almost a guarantee that big Twitch streamers and YouTubers will cover this game when it comes out. YAPYAP already has a place in the spotlight with an audience that's eager to try the game on release, but time will tell whether this title is entertaining enough or adds something different that gives people a reason to come back again and again. It certainly is a saturated market, but if you're interested in a fantastical co-op experience with a larger lobby size than others that's sure to bring chaos and screams, then become a member at the Official YAPYAP Discover Server and wishlist the game on Steam . The post A magic-themed friendslop game releases next month, and gamers can’t stop talking about it appeared first on Destructoid .
Indie Archives – DestructoidJan 21
All No, I’m not a Human Visitors and how to identify them
All No, I’m not a Human Visitors and how to identify them We all know the signs of No, I'm not a Human Visitors: Perfect white teeth, bloody gums, dirty fingernails, bloodshot eyes, rapid eye movement, clean armpits, skin irritation, and an unclean aura. Visitors cannot kill unless there are two or more of them present at once. Some tenants won't come in unless you kick someone out. This is because their lore overlaps with them, and where they choose to sit is the same place as the tenant they want kicked out. While the order of guests who knock on your door is (to an extent) randomized, there is a pattern to knowing who is and isn't a Visitor. So, if you want the best ending or are trying to complete the steps needed for a particular conclusion, then here are all No, I'm not a Human Visitors. Table of contents All Visitors in No, I'm not a Human Guaranteed Visitor Potential Visitor Always Human All Visitors in No, I'm not a Human Screenshot by Destructoid From the 68 characters we've met in No, I'm not a Human , 56 of them could be Visitors. It's a larger number if I count each pair or set of guests individually (e.g., the twins, cultists, married couple, and mom and child duo). What I've learnt through repeated trials is that there's a handful of tenants that may or may not be a Visitor. Their identity is randomized, likely based on who you let in before they knocked at the door, and whether there's a Visitor already staying at your house. The signs and dialogue remain the same, making it hard to tell whether members of this group are truly human or presenting genuine signs of a Visitor. Because of this, we've added a section of "Potential Visitor," where I recommend you avoid letting them in unless you need the numbers up for when FEMA comes knocking. Below, we've separated our sections into "Guaranteed Visitor" (guests that are always Visitors), "Potential Visitor" (guests that could be a Visitor), and "Always Human." No character is named aside from the Prophet and Super Imposter. Therefore, we've added our own based on their appearance and included an image so you know who we're talking about. I will also add the telltale sign you should refer to when identifying a Guaranteed Visitor. Guaranteed Visitor These are the 13 Visitors that always fail the test and will always be an imposter. The cat lady is as important as the Super Imposter, as she gives you the cat . She's a Visitor you should always let in when going for most endings as the cat can help. You need to get the delivery number from the television or radio broadcasts and order cat food, feeding it to the animal so no deaths happen that night. Character Given name Sign Hunched woman Teeth Cold lady Hands Old lady Eyes Cat lady EVERYTHING Short fringe Hands Man in wheelchair Hands Fortune teller Teeth Immortal man Dialogue Wounded man Dialogue Best son Dialogue Bald man Eyes Hooded man Dialogue Bowtie Dialogue Potential Visitor This list of 34 more so includes tenants who are a danger to society. You won't know if they're a Visitor until you shoot them, as the signs are always the same when you test them. It's best to leave them outside to avoid any deaths, but some sacrifices are unfortunately needed if RNG isn't on your side. What makes them dangerous is not only that they could be a Visitor, but that they speak violently in their dialogue and have links to other tenants (who they want kicked out). These are the same characters that'll also try to bribe you if you turn them away at the door. A good way of knowing if they're a Visitor is to let them in and stand next to the room they're staying in. If you hear whispering, groaning, or any suspicious activity, then someone staying in that room is a Visitor. Don't confuse this with the little girl crying over her father (the neighbor). You could end the game with these characters in your house and still get the No, I'm not Alone ending. Character Given name Sign Mysterious woman Dialogue/Photo/Eyes Gravedigger Teeth/Dialogue Teen Eyes Surgeon Teeth Twins One will kill the other and become guilt-ridden Mom and child Dialogue Married couple Photo Cabbie Dialogue Teacher Eyes Crop top Eyes Beer guy Teeth Suited man Dialogue Aggressive man Dialogue Polo shirt Teeth Large man Eyes Widow Whispers FEMA wife Eyes Stoner Hands Bearded man Dialogue Headband Dialogue Conspiracy theorist Dialogue Nun Armpits/Ear Tourist Eyes DIE sweater Hands Tattooed Photo Nervous guy Eyes Buzz cut Eyes Dirty tee Hands Eyebrow slit Photo EnerJeka head Photo Flat cap Eyes Favorite jacket Hands Hairy chest Eyes Rockstar Dialogue Always Human I found these nine characters are always human, and it helps to let them in whenever they appear, giving suspected Visitors a FEMA slip so they're taken away instead. Character Given name Tall man Sewn mouth Little girl Burnt fireman Cultists Amogus guy Blinded man Homeless man FEMA The post All No, I’m not a Human Visitors and how to identify them appeared first on Destructoid .
Indie Archives – DestructoidJan 21
All No, I’m not a Human endings and how to unlock them
All No, I’m not a Human endings and how to unlock them No, I'm not a Human is here and its endings may leave you with more questions than answers. Are Visitors real, or has the world truly gone mad from the sun's rays? Here is how to get all No, I'm not a Human endings. Table of contents No, I'm not a Human endings guide Yes, I'm Alone ending (worst) No, I'm not Alone ending (bad) Yes, I'm a Murderer ending (bad) Wrath of the Vigilante ending (bad) Shroom or Doom ending (bad) May Death Cleanse us of Our Sins! ending (ok) Embrace the Inevitable ending (ok) Child of Doom ending (ok?) Welcome to FEMA (ok) In the Dark (good) The End? (best) No, I'm not a Human endings guide There are 11 endings in No, I'm not a Human . You may see some similarities in the endings from the Anthology version and demo, but most conclusions are brand new. As who approaches your door every night is randomized—mostly due to who you let in and shoot—some endings are significantly more difficult to get than others. Yes, I'm Alone ending (worst) Screenshot by Destructoid Let the Super Imposter in either by telling him you're alone when he asks or by having no tenants in the house when he appears. The Super Imposter will break in and take you into the night. The house falls into ruin now that its owner is gone. No, I'm not Alone ending (bad) Screenshot by Destructoid You have to have at least one Visitor in the house when the time comes to board up the windows. Paranoia spreads when you move into the basement as the group counts the days on the brick walls surrounding them. Strangers-turned-friends-turned-Visitors, you're taken in the night by figures who now resemble the Super Imposter. Yes, I'm a Murderer ending (bad) Screenshot by Destructoid The easiest way to get this ending is to reach the 12th day and kill every tenant, regardless of their status. Even if you know there are only Visitors left, killing them and leaving you alone will bring the Prophet to your doorstep. This conclusion focuses on how paranoia spread and your fear of death grew, consuming the protagonist's mind. Wrath of the Vigilante ending (bad) Screenshot by Destructoid All you have to do is fail the Vigilante's test to get this ending. This happens on his second or third visit. Pick any of these options to fail the test: Teeth, Armpit, or Photo. Suffering a gunshot wound, you take out the madman, but lose your mind in the process. Leaving your safety blanket, you take arms and go out into the night, ridding the world of anyone who's armed. Replacing what you just killed, you became yet another Visitor in a way. Shroom or Doom ending (bad) Screenshot by Destructoid After beating No, I'm not a Human at least once, play through the game to night six to meet the mushroom man. Take his Book of Smiles page and follow these steps: Make sure you let in the cat lady to unlock the basement on night four. Take the Book of Smiles page on night six. Go into the basement to pick up the mushroom on day seven. Eat the mushroom. Complete night seven. Find the apple on the shelf inside the Hall on the 8th. Complete night eight. Click on the clock on the wall of the Bedroom on the 9th. Talk to the mushroom man at night. Follow the mushroom man into Mushroom Land on the 10th night. Screenshot by Destructoid In an attempt to stop the Mushroom Festival, the protagonist and mushroom man get lost trying to complete their ritual. A gigantic mushroom grows in the center of town—inviting the residents to a new kind of cosmic horror. May Death Cleanse us of Our Sins! ending (ok) Screenshot by Destructoid When the cult leader knocks on your door, forcing you to take in his followers, you must ensure all three survive over the next few days. Their presence is helpful as it puts the numbers up, but you cannot risk FEMA taking them away. You will fail if even one cultist is taken away. The best way to avoid this is to send away any guest who wants to sit where a cultist resides (e.g., a woman wearing glasses and a turtleneck). You can also get a FEMA Notice when they take someone away for the second time, and another off the burnt fireman. Give these to two guests outside of the cultist bubble and try to keep the Visitor list to one tenant so that a cult member isn't killed. Screenshot by Destructoid The cult leader will return and invite you to join if his members survive. Accept his offer to get this ending, leaving the cosmos once and for all. Embrace the Inevitable ending (ok) Screenshot by Destructoid Screenshot by Destructoid Screenshot by Destructoid Screenshot by Destructoid This is one of the most complex endings to get, as you need to work for it. The goal is to dig a hole in the basement. But there are multiple steps to reach this point. Here's everything you need to do: Watch the television during the day to get the ForRest phone number. Order x2 EnerJeka cans from ForRest on the telephone (during the day). Every number aside from FEMA's hotline is randomly generated. Make sure you let the cat lady in so the basement door unlocks. Reach the ninth night to talk to the Prophet. Go into the basement and dig on the tenth day. Show the Vigilante your eyes on the tenth night. Dig on the 11th day. Dig one more time on the 12th day and go inside the tunnel, turning right to talk to a miner. Drink an EnerJeka on the 12th. Go to the bathroom and interact with the mirror. Test your hands and clean them. Show the Vigilante your hands on the 12th night. Speak to the Prophet. Explore the tunnels under the basement and jump down into the hole the miner found. Screenshot by Destructoid The ending reveals the cultists were right—Death was underneath you all along. Child of Doom ending (ok?) Screenshot by Destructoid This is a strange one. I'm not entirely sure what I did to get the mysterious woman to approach the door (it's not confirmed, but she might be the Visitor version of the protagonist's passed wife). I've only ever seen her twice, making her one of the rarest tenants in the game. The mysterious woman stays in the protagonist's bed. Make sure you keep talking to her during the day and spare her life if you decide to test her. You will notice she's pregnant...but only at night. Question this and remain sure of what you saw. The following morning, she will have given birth and pass in the night. Click on the right-side curtain in the bedroom, then the ceiling fan in the office, the bowl under the bathtub, and finally, look outside the window closest to the bedroom door the following night. You are on the hunt for the baby she birthed (I'm taking responsibility, right?). Screenshot by Destructoid Find the baby four times and look out of every window that same night to activate this ending. The protagonist is seen as a martyr, sacrificed to stop the child of doom from destroying the Earth. Welcome to FEMA (ok) Screenshot by Destructoid Screenshot by Destructoid This challenging ending is achieved by being as proactive as possible. What I mean by this is to take out at least one Visitor per day. The easiest way to do this is to let everyone in, pay attention to who gets killed, and follow FEMA's telltale signs to shoot down any Visitors. Fake humans can only kill if two or more are present at once. If you suspect someone but cannot be sure, use the FEMA Notice to send them away. Screenshot by Destructoid Cooperate with FEMA whenever you encounter them, tell the Super Imposter "he's just doing his job" (regarding an Officer), and call the FEMA hotline whenever you learn a new sign via 000-451. It's okay if you make a couple mistakes when interrogating the tenants, but make sure you're taking out one Visitor every day so FEMA notice you. You will be reached out between night six and 10 with a job offer, locking the protagonist into a life he wasn't supposed to live. In the Dark (good) Screenshot by Destructoid The In the Dark conclusion is surprisingly difficult to achieve. The aim is to be the only person in your house by the time you board up the windows on the 14th. This is a tough feat when FEMA and the Super Imposter keep showing up. The best way to guarantee this ending is to have two guests in your house on the 12th day and then shoot them with the shotgun, regardless of their identity. You can take out a maximum of four guests (a mix of Visitors and humans) in this playthrough without getting locked into the Yes, I'm a Murderer route. We recommend saving your game with Kombucha on the 7th, having only let in guaranteed guests so far (e.g., tall man, young girl, and burnt man), so you don't need to restart if you fail. Avoid any guaranteed Visitors, aggressive guests, or people you're not sure of. Make sure you let in the first person you see on night 11 if there's no one with you already, that way the Super Imposter doesn't kill you for being alone. This ending may feel the most bleak, but it's hopeful for the protagonist as he's able to accept and move on, leaving his place of isolation behind that was full of despair, rage, and grief over his late mother. The house crumbles into nothingness, and so too does the pain that came from living in it. The End? (best) My GOATS. Screenshot by Destructoid The hardest ending to get in No, I'm not a Human is by reaching the 14th with only humans as your tenants. I got lucky with one of my playthroughs which gave me a FEMA Notice as a bribe from one of the Visitors. I then used this to send him packing, ensuring that humans stayed behind. The best guests to let in and keep around to the very end are: tall man (hardest to keep around without him dying or FEMA taking him), little girl, amogus guy, and burnt fireman. You need to use the FEMA Notices when you can, strategically letting in the occasional Visitor or suspicious guest so that you don't lose one of the tenants I just listed. Screenshot by Destructoid Every playthrough to reach this ending will likely be different, but I handed Notices to gravedigger, cat lady, and large man, and only invited in a guest I suspected/ knew was a Visitor when FEMA was coming. This meant I had at least one human in the house who I was constantly protecting. FEMA appear on nights: four (takes one), five (takes one), eight (takes two), and ten (takes two), totalling to six quarantined guests. I ended the game with amogus guy and the little girl (AKA the neighbor's daughter, which is fitting considering the lore). It's a challenge to reach the end with only humans, but boarding up the windows on the 14th day means you will get the best ending in No, I'm not a Human as you survived the apocalypse (even though the protagonist isn't that thrilled about it). You can also reach this ending by finishing the game by yourself, as long as you don't kill anyone on the 13th day. This ensures that no Visitor is with you when you board-up the windows. Like our content? Set Destructoid as  a Preferred Source on Google  in just one step to ensure you see us more frequently in your Google searches! The post All No, I’m not a Human endings and how to unlock them appeared first on Destructoid .
Indie Archives – DestructoidJan 21
ROUTINE story and ending, explained
ROUTINE story and ending, explained Discovering that there's life on the Moon comes with serious consequences, for getting trapped in its deadly ROUTINE will mark the end of your humanity. ROUTINE essentially follows two crucial events of the Lunar Expedition. Slowly unravel the past to try and make sense of the present, embark on a terrifying journey and learn what happened to the disappearing crew. Here is our interpretation of ROUTINE . Warning for spoilers throughout. Table of contents ROUTINE plot, summarized Timeline summary ROUTINE story, explained When curiosity kills: What happened on the PRISM Lunar Expedition? Infected from the start ROUTINE monster, explored ROUTINE ending, explained ROUTINE plot, summarized Screenshot by Destructoid Set on the Moon, we play as an unnamed software engineer who enters the Ward to fix the A.S.N. (Automated Security Network) systems. Our journey starts in Isolation Room 03, where we wake from a strange dream, as if something has tapped into our consciousness and is communicating with us—using our voice. The Union Plaza, home to the crew overseeing the Lunar Expedition, has mysteriously vanished. Your job is to figure out how to debug A.S.N. while navigating around a station that's trying to kill you. Timeline summary December 12, 1977 - The day Edith Stone disappeared on the PRISM Canal Expedition. August 29, 1978 - Mathieu Giraud was found in critical condition following his visit to the Canal. September 12, 1978 - Entity A is discovered inside the Arbor. March 19, 1979 - Entity B is found dead inside the Arbor. This marks the end of the original PRISM Canal Expedition. Unspecified, 1999 - Union Plaza employee, John Cooper finds Edith Stone's body inside the Canal. He re-enters the Ward sick and infects the others. The software engineer (you) is tasked to fix A.S.N. after it activated the Containment and Resource Conservation Protocol. August 3, 2025 - An LCRP team enters the Ward to recover data associated with PRISM Canal Expedition. They find a pollen-like fungi inside, having escalated beyond the Canal, courtesy of the software engineer's interference. The Moon is no longer habitable. ROUTINE story, explained Screenshot by Destructoid Following a routine Lunar quake, John Cooper conducted a perimeter check to note any damage to the Moon's surface and its fissures. Cooper investigated the Canal and discovered a body within its center, spouting vegetation, much like a blossoming flower. Even though he was wearing a space suit, Cooper was infected by the Canal. Strangest of all was how easily the infection spread across the crew. A.S.N. initiated the Containment and Resource Conservation Protocol after receiving Cooper's perimeter check footage, causing a site-wide lockdown. Here's where we come in. The engineer enters the Ward, starting at the end of a seven-day isolation period, taking a tram to the Union Plaza. The crew has vanished, leaving only Type 05 units and the adorable iC robot. The protocol turned the androids into hyper-aggressive soldiers, following its new command to contain the infection. It's heavily implied that the trash bags scattered around the Ward are the bodies of the crew, killed and stuffed inside to contain whatever latched onto Cooper. Screenshot by Destructoid Unsurprisingly, mechanical life was unaffected by the Canal. This immediately sets the classic sci-fi plotline that the leading threat of ROUTINE —and the only thing to worry about—is the rogue androids. We would soon learn that Union Plaza was doomed from the start because of what PRISM found years prior to ROUTINE 's events, and it is probably the reason why A.S.N. sent androids to space. When curiosity kills: What happened on the PRISM Lunar Expedition? Screenshot by Destructoid Edith Stone, Lead Geologist on the Lunar Expedition conducted a Canal Survey to collect samples and document her findings in 1977. The Canal Exploration Mission went wrong as Stone wandered into the heart of the Canal, where she never returned. The crew remained on the Lunar Expedition, studying the Canal's effects. Though they didn't find Stone that year, the team sampled a new specimen in 1978—a substance that resembled mucus. This was proof of life on the Moon. By bringing the sample into the Arbor for testing, it latched onto the crew like a parasite. Those who came into contact with the Canal (e.g., Mathieu, Ken, and John) exhibited these symptoms: Day one - Headaches and eye strain. Day five - Insomnia. Day seven - Cognitive decline. Day 30 - Breathing difficulties. Day 45 - Dehydration. Day 60 - Death. Death 61 - Fungal growth on the body. Screenshot by Destructoid It is theorized that the Canal lures people into it to breed and feast, later birthing from the body like a plant sprouting from soil. The chapters in ROUTINE act as the Canal's process of rebirth, combining humans with fungi. There's also a connection with the apple tree inside the Arbor inside the original PRISM station, which displayed symptoms similar to those who entered the Canal. The crew created a re-entry process for any personnel returning from the Canal to preserve the brain's integrity and minimize the fungi's psychological effects. This, however, seemed to suit the Canal's needs more so than those infected by its mysterious properties. While fixing A.S.N. is the whole reason we were sent out here, our goal slowly shifts to aid whatever has killed all who came into contact with the Canal. Infected from the start Screenshot by Destructoid Since the moment we started playing, we've been under the influence of the Canal. It's clear that we were infected from the start because of our abstract visions. "Chapter 01 - Birth" may have started around the 50-day mark, as our protagonist suffered from memory loss. This would explain why Security sent only one engineer to fix A.S.N. I theorize we were a crewmember when Cooper discovered Stone's body, as the date of ROUTINE 's events is never confirmed. The protagonist suffered from blackouts, evident by the dreams he's been having, and how he wandered into the Arbor without realizing it (second half of ROUTINE ), which he accessed by shutting down A.S.N. (the one thing trying to preserve humanity by sacrificing the infected). We—like everyone who came before us—were controlled by the Canal. Our C.A.T. objectives weren't orders from HQ Security, but rather created through our own delusions. As we were initially hired to debug and observe any anomalies within the A.S.N. system, turning it off only helped the fungus grow. This tells us that all biological life inside the Ward (since Cooper got infected) would become a host for the Canal, even if they never set foot inside it. ROUTINE monster, explored Screenshot by Destructoid ROUTINE 's monster, "Entity A," can manipulate its form to be invisible to the naked eye. It appears to be the result of Canal's 60-day process. With large footprints and hair found glued to the ceiling, its size is considerably larger than an adult man. Another entity was discovered in 1979, inside the Arbor. Labelled "Entity B," it resembled a large mammal with unnatural characteristics of ten limbs and a 120cm neck. Study suggests this entity is female and that a male mate exists, presumably Entity A. William became obsessed with Entity B, exhibiting signs of infection. His body seemingly morphed with Entity B, showing vegetation like Edith Stone's corpse, the same fate as other PRISM crewmembers. The fungus takes the voice of its host and uses it to communicate in their dreams, where the host loses chunks of time, finding themselves moving towards a goal they're being tricked into completing. The theme of ROUTINE is rebirth; the chapter names describe the process an infected goes through to become a part of the Canal. The title even points to this process being the Canal's "routine" in how it manifests, grows, and survives. It cannot thrive unless there's biological life for it to latch onto. Screenshot by Destructoid The Canal takes hold of its host and kills them on the 60th day, where it is then born anew. While it isn't explicitly said, the entities don't simply come to be. Rather, they must be reborn as one, to endure together. Therefore, Entity B is likely Edith Stone. If correct, how did Cooper find her human body 22 years later? An explanation could be that her body acted as a vessel from which Entity B emerged. This would explain why the creature returned to Arbor, hoping to satiate its newfound hunger. Though Entity B came before Entity A, the male was the Canal's first successful attempt at creating a hybrid species. There's also the interesting reference to Adam and Eve, where Entity B died by choking on an apple, and (though swapped) Entity B (female) may have birthed Entity A (male). The entities act as the first man and woman of their kind, demonstrating the Canal's ability to create biological life through a human host. What's difficult is figuring out who exactly Entity A is. I doubt it's something simple like Stone was pregnant at the time, so who is the baby we saw in a vision? There's no documentation or record of a baby in the PRISM's research. Either Entity A and the baby are one and the same, or they're separate. This would either mean there were three entities inside the Ward in 1979, or more likely, that the baby came into existence in 1999. Entity A was fully grown in 1978, the same year Entity B died, yet the female was alive in the engineer's vision. ROUTINE ending, explained Screenshot by Destructoid After bringing down A.S.N., making it easier for the Canal's embrace to spread, the engineer enters the fissure to become one with it. The process is complete, where we will be reborn like Edith Stone, evident by the final chapter title: "Re-Birth." The engineer's final dream is yet another reference to Adam and Eve—The Creation of Adam. The biblical reference paints the Canal as a cosmic being, who is creating its first man, perhaps viewing Entity A as a failure, where it hopes it'll have better luck with the engineer. Based on the engineer's vision of Entity B and how ROUTINE ends, I believe (perhaps in my own delirium) that we were the baby. The fungus grew inside of us, assimilating with our biology until it was ready to be born anew. It had learnt a lot through Entity A and B, but the Canal wanted to evolve beyond its current primitive state. The infection behaves similarly to the zombie-ant fungus, which uses its host's body to find a suitable climate for the spore to release, killing its host once it sprouts from its head. We can only assume that the Arbor has been off-limits from the Union Plaza, seeing as there are still human corpses, Entity B's body, and Entity A roaming around. We gained access to Arbor by shutting down A.S.N., yet we've been in the Re-Entry Chamber before. We learn about this three-step process inside Arbor, created by Dr. Weber on February 19, 1979. Yet, our protagonist has seen the video of a Hollyhock in bloom before (the second part of Weber's process called "Anchor.") Either this imagery demonstrates the Canal as a hivemind, or it's further proof that the protagonist is one of the entities, for the Anchor only temporarily delays the inevitable. Screenshot by Destructoid Because we're playing as an unreliable narrator, there's little information we can truly trust in ROUTINE . Perhaps none of our actions truly happened. There's abstract imagery of the engineer reverting to gestation, curling into a fetal position, and emerging from the Ward's core, its shape symbolic of an egg. The flicker of the engineer's new appearance also resembles Entity A. Could this represent the Canal's willingness to try again, until it's happy with its creation? The opening depicts the Hollyhock abruptly blooming, then the ending, its petals slowly closing, symbolizing our rebirth. The post ROUTINE story and ending, explained appeared first on Destructoid .
Indie Archives – DestructoidDec 14
All No Means Nothing endings and how to get them
All No Means Nothing endings and how to get them From feeling uncomfortable to absolutely horrified, the No Means Nothing endings will likely leave a sour taste in your mouth. Masters of disturbing indie horror, BOBER BROS are back, and this time we're getting a lesson on consent. Acting as a PSA on how not to treat a person, No Means Nothing is an anti-dating simulator where your choices actually matter. Much like the dev's previous work, The Hole , No Means Nothing is sure to stay with you for its content alone—and there's no reading between the lines this time around. With four endings to get, here's every outcome in No Means Nothing . Warning: No Means Nothing features imagery that may trigger you. There is nothing subtle about this game, so please take the trigger warning at the start seriously. Table of contents No Means Nothing ending guide Everything's F***ed Ending Worst Possible Ending Good Enough Ending Ideal Ending No Means Nothing ending guide The easiest way to get all endings is to complete your first playthrough, choosing what you think are the best choices in the moment, and clicking Continue in the main menu to return to Radek's apartment. This is guaranteed to give you two endings quickly. All roads lead to this event, where your shaped personality determines which dialogue prompts you can choose at the all-important climax. You can also skip the work simulator sections by repeatedly clicking on the bell at the warehouse window (where Redak throws you boxes) during each shift, as reaching $1000 isn't an ending requirement. At the time of writing, No Means Nothing incorrectly states that there are five endings, but it only features four. BOBER BROS confirms there isn't a fifth ending. You will unlock the Get All Endings achievement when the fourth is acquired. Everything's F***ed Ending Screenshot by Destructoid Not sure what it says about me that this is the first ending I got, but you need to choose every dialogue prompt that increases Anger. The goal is to reach Anger>7 so that during your confrontation with Redak, the dialogue option: "TOUCH ME AND I SWEAR I WILL FUCKING KILL YOU" is available. Then, survive the short QTE (quick-time event) to unlock this ending. Worst Possible Ending Screenshot by Destructoid Appropriately named and the hardest ending to allow yourself to get, this ending is achieved by letting Redak do what he wants. While all dialogue options inside his apartment clearly draw the line, Redak repeatedly chooses to cross over it. You don't need to meet a specific personality condition to go to the bathroom during Redak's confrontation, but be sure to pick "I gotta use the bathroom" when it appears. Once inside, you can either let Redak in by leaving the door unlocked or fail the chase event in the dreamlike maze at the end of No Means Nothing . Good Enough Ending Screenshot by Destructoid Similar to the Worst Possible Ending, you have to reach the bathroom in Redak's apartment at the end of No Means Nothing . Once inside, lock the door and wait until Redak leaves. Then, survive the chase event by finding any of the exit doors and mashing the interact button to escape. Ideal Ending Screenshot by Destructoid The goal in this ending is to build your Willpower. You need to do this from the very start of the game, just like building your Anger for the Everything's F***ed Ending. Pay attention to the Consequences menu when selecting a dialogue prompt and choose the one that increases Willpower. Here are the choices we picked: "Get up." "I'll help more, just...give me a little more time." "I meant what I said. Respect my boundaries, or I'm done." "NO. Respect my no, or I'm leaving." "One more threat, and we're done. Forever." Set a clear boundary. "Music sounded better five minutes ago..." "I said no. Drop it!" "Not my thing. Please stop!" "Hard no. DO NOT touch me!" "Bro, you're making the situation weird." "Radek, seriously, you're scaring me now. Back off!" "Sober the fuck up and let me leave. RIGHT. NOW!" You need Willpower>9 to unlock this ending. Make sure you choose the sober option at Radek's confrontation to activate the Ideal Ending. That concludes the very disturbing and real nightmare of No Means Nothing . The post All No Means Nothing endings and how to get them appeared first on Destructoid .
Indie Archives – DestructoidDec 12