Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 3210930 |
| Live current players | 0 |
| SteamPulse tracked peak | 2 |
| Live count (today's peak floor) | 0 |
| Price | Free to play |
| Free to play | Yes |
| Discount | 0% |
| Original price USD | — |
| Current price USD | Free |
| Release date | Sep 25, 2024 |
| Developer | zelun_ |
| Publisher | zelun_ |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | Positive |
| Positive review percent | 90% |
| Positive reviews | 26 |
| Negative reviews | 3 |
| Total reviews | 29 |
| Steam recommendations | Not available |
| Achievements | 4 |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | https://store.steampowered.com/app/3210930/ |
Short description
Impersonal is a game about lights, about relationships and how these relationships can affect people.
About this game
Impersonal is a game about light, relationships, and how those relationships can influence people. In the game, you control a ball of colored light navigating through a maze. Your goal is to explore how different lights and colors interact with one another, discovering multiple potential endings. The core of the game lies in understanding these interactions, making choices, and unraveling the maze of possibilities in this cyclical experience. This game was created in 2014, inspired by a talk from Jonathan Blow (the renowned game designer behind Braid and The Witness). In that talk, Blow discussed the concept of dynamical meaning in games, referencing The Marriage by Rod Humble as an example. In The Marriage, the game is filled with obscure interactions and symbols that only begin to make sense through exploration, it kind of have a narrative shaped by its mechanics. Though Rod states that he feels it is flawed from his own perspective because people don't seem to really get how the rules explains marriage. This approach to storytelling captivated me. Although I too recognize Impersonal has its flaws in narrative delivery (the same way rod said), I believe it still offers an intriguing and unconventional way to tell stories—one rooted in interactions. To me, this is how games should convey their stories: through the player's engagement with the world and its systems. At the end of the day It's a pretentious game, with minimal and experimental art. It's not a game made with the idea of being a good game, in fact the attempt here was to focus on dynamical meaning. Where the game mechanics are responsible for telling a story and not the art or story embedded in the game itself. The game contains: 4 different endings an open map where you can explore some puzzles Thank you for playing.
Supported languages
English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Indonesian, Japanese, Korean, Norwegian, Polish, Portuguese - Brazil, Portuguese - Portugal, Romanian, Russian, Simplified Chinese, Spanish - Latin America, Swedish, Thai, Traditional Chinese, Turkish, Ukrainian, Vietnamese, Afrikaans, Albanian, Amharic, Armenian, Assamese, Azerbaijani, Bangla, Basque, Belarusian, Bosnian, Catalan, Cherokee, Croatian, Dari, Estonian, Filipino, Galician, Georgian, Gujarati, Hausa, Hebrew, Hindi, Icelandic, Igbo, Irish, K'iche', Kannada, Kazakh, Khmer, Kinyarwanda, Konkani, Kyrgyz, Latvian, Lithuanian, Luxembourgish, Macedonian, Malay, Malayalam, Maltese, Maori, Marathi, Mongolian, Nepali, Odia, Persian, Punjabi (Gurmukhi), Punjabi (Shahmukhi), Quechua, Scots, Serbian, Sindhi, Sinhala, Slovak, Slovenian, Sorani, Sotho, Swahili, Tajik, Tamil, Tatar, Telugu, Tigrinya, Tswana, Turkmen, Urdu, Uyghur, Uzbek, Valencian, Welsh, Wolof, Xhosa, Yoruba, Zulu
