Info about Dear me, I was...:

Official game description:
**A short tale, a long journey.**
With a beautiful watercolor touch, it depicts the life of a woman.
In her ordinary and modest life...experience her joys, her sorrows, her growth.
Witness the story she spins in a life woven by those around her.
**♦A short and simple interactive adventure**
This is a textless game with simple interactive elements.
Experience the tale of one woman’s life within a short play time of under one hour.
**♦Vivid visuals captured with watercolor and rotoscoping**
A story told through beautiful visuals combining the rich watercolor-style aesthetics of Taisuke Kanasaki and rotoscope technology.
**♦Memorable theme music and soothing sounds**
The theme song, "Strange Journey," along with the many impressive sound tracks, enhances the story even further.

Release date: Feb 12, 2026

Categories: Interactive Fiction, Visual Novel, Single-player Story, Linear Progression, Atmospheric Exploration, Emotional Storytelling, Hand-drawn Animation


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: The community generally praises the game's artistic value and considers it worth the price, but one review notes the short length makes the price-performance slightly low. This suggests a fair price range typical for short indie art games, around $5-$10.
- Playtime Metrics:
  - Game completion: 1.0h
  - Story completion: 1.0h
  - Session length: 1.0h
  - Endgame: N/A
  - Reasoning: Multiple reviews consistently report completion times between 40 minutes and 1 hour, with several stating 'about an hour' or 'less than an hour'. The game is a linear, dialogue-free narrative experience, so story completion aligns with game completion. Since it is designed as a single-sitting experience, session length matches the completion time. No evidence of post-game content exists, so endgame is null.
- Time-to-fun: No data
- Player Archetypes:
  - Art Enthusiast (buy)
    - Motivation: To experience the game as an interactive work of art, appreciating its visual and emotional depth.
    - Playstyle: Slow, immersive, taking time to observe and absorb each scene's artistic details.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Value-Conscious Player (buy)
    - Motivation: To get a good value for money, with a well-paced experience that fits into a single session.
    - Playstyle: Plays in one sitting, focuses on pacing and overall duration, and evaluates the game's worth relative to its price.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: My Little Pony
  - Genre Fan (buy)
    - Motivation: To discover and support games that resemble their favorite visual novels and narrative experiences.
    - Playstyle: Engages deeply with the narrative and art, comparing the game to similar titles and appreciating its unique qualities.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: fan of Hotel Dusk
    - Reference games: Hotel Dusk; Florence; Love Choice


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Wordless storytelling is impactful (weight 0.58): Players consistently praise the game's ability to convey a deep, emotional narrative without any dialogue or text. The wordless approach is described as engaging, evocative, and emotionally impactful.
- Watercolor and rotoscope art praised (weight 0.58): The watercolor and rotoscoping art style is repeatedly highlighted as impeccable, gorgeous, and emotionally reinforcing. Reviewers find the visual style beautiful and distinct, often comparing it to poetry.
- Beautiful and touching life story (weight 0.56): The narrative is described as a beautiful, heartfelt story about the path of life. Players find it emotionally resonant and impactful, with several mentioning it made them cry.
- Art style conveys emotions (weight 0.49): The art style is noted for conveying a lot and reinforcing emotions. The watercolor and rotoscope techniques effectively enhance the narrative's emotional depth.
- Art and music perfectly matched (weight 0.45): Reviewers note that the art and music complement each other exceptionally well, enhancing the overall experience. The combination is described as amazing and excellent.
- No dialogue highlights artwork (weight 0.42): The absence of dialogue or text allows the artwork and its details to shine. Players appreciate how the visual storytelling carries the narrative.
- Game evokes strong emotions (weight 0.4): The game is described as emotionally resonant and impactful, conveying an incredible range of feelings. Some players were moved to tears, indicating a powerful emotional experience.
- Soundtrack is phenomenal (weight 0.38): The soundtrack receives high praise for being lovely and phenomenal. Players feel the music significantly contributes to the game's emotional and atmospheric quality.
- Game is a beautiful piece of art (weight 0.38): Many players simply describe the game as beautiful, calling it a piece of art. The overall visual and auditory presentation is considered artistically successful.
- Visually and audibly excellent (weight 0.37): The game is described as a visually and audibly excellent short work, with a beautiful and artistically successful presentation. The combination of art and music is highly praised.
- Music is pleasant and lovely (weight 0.35): The music is described as pleasant, lovely, and good. It contributes positively to the overall atmosphere and experience.
- Lovely illustrations and drawings (weight 0.31): The illustrations and watercolor drawings are consistently praised as lovely and beautiful. The visual details are a standout feature for many reviewers.
- Game made reviewer cry (weight 0.19): Several players report that the game made them cry, indicating a deeply emotional and moving experience. The story's impact is significant.

Common complaints:
- Limited player interaction (weight 0.58): Multiple reviewers noted that interaction is minimal, often limited to pressing a button a few times, with no dialogue or text to read. This makes the experience feel passive and lacking in engagement.
- Shallow emotional impact (weight 0.4): Reviewers felt the story did not emotionally resonate as expected, with flat and ordinary storytelling. The portrayal of themes like loss and reconciliation is shallow, lacking new perspectives or depth.
- Lacks substance and polish (weight 0.3): The story lacks substance and is loosely connected, with minor gripes about polish. Reviewers felt the game is lacking as a game and could not fully connect to it.
- Confusing story elements (weight 0.26): Some reviewers got lost or confused at certain points, especially in Chapter 3, due to lack of text or narration. This hindered their understanding and connection to the game.
- Jarring animation stops (weight 0.25): The constant stop/starting of the animation is jarring and interrupts the flow. The rotoscoping technique is not considered novel, and the click interactions are too few and disruptive.
- Technical performance issues (weight 0.19): The game runs very slowly on some laptops and did not work on a desktop, indicating performance problems. These issues detract from the overall experience.
- Disliked end credits sequence (weight 0.08): One reviewer specifically disliked the end credits opening sequence, finding it unappealing. This is a minor but notable negative point.

Gameplay feedback:
- No dialogue or text (weight 0.83): Multiple reviews highlight that the game contains no spoken or written dialogue, relying entirely on visual and musical storytelling. This is a defining characteristic of the experience.
- Interactive movie feel (weight 0.4): Reviewers often compare the game to an interactive movie or short film, noting limited interactivity and a strong cinematic presentation. This shapes player expectations.
- Linear narrative structure (weight 0.38): The story is linear with no branching paths or choices, similar to a novel or visual novel. This linearity is noted by several reviewers.
- Visual novel without choices (weight 0.28): The game is described as a visual novel without branching paths, offering a fixed narrative experience.
- Interactive fiction genre (weight 0.28): Reviewers categorize the game as interactive fiction or a storytelling product, emphasizing its narrative-driven nature.
- Storytelling through visuals (weight 0.26): The narrative is conveyed through watercolor illustrations and visual storytelling, without relying on text. This artistic approach is frequently mentioned.
- More experience than game (weight 0.19): Some reviewers describe the game as more of an experience or interactive art than a traditional game, emphasizing its artistic and emotional nature.
- Story of a woman's life (weight 0.19): The game tells the story of a woman's life from childhood to old age, with one review specifying a girl who lost a parent. This narrative focus is central.
- Picture book style (weight 0.18): The game is compared to a digital picture book or interactive slide with watercolor illustrations, highlighting its visual presentation.
- Ten chapters duration (weight 0.09): The game has ten chapters and lasts about 40 minutes to an hour, providing a structured but brief experience.

Performance notes:
- Performance issues on low-end hardware (weight 0.27): Multiple reviewers reported severe performance problems, including visuals moving at half speed, frame rates below one frame per second, and the game failing to run entirely on certain systems. These issues appear to stem from the game's demanding Unreal Engine 5 requirements.

Recommendations:
- Recommended for narrative art lovers (weight 0.47): Multiple reviewers recommend the game to those who enjoy slice-of-life, interactive art, and beautiful narration. It is praised for its gorgeous visuals and emotional storytelling.
- Good value for price (weight 0.32): Reviewers note the game is a good pickup for its price, especially for a short experience. Some suggest waiting for a sale, but overall it is considered worth the cost.
- Ideal for short sessions (weight 0.32): The game is perfect as a little time killer and for those with an hour to spare. It is recommended to play in a single sitting for full impact.
- Fans of specific creators (weight 0.27): The game is highly recommended for fans of Taisuke Kanasaki and similar titles like Florence, What Comes After, and Love Choice. These comparisons suggest a specific artistic and narrative style.
- Not for gameplay seekers (weight 0.27): Reviewers warn that this is not a video game but a beautiful animation demonstration with minimal gameplay. It is not recommended for those who dislike short titles or minimal interaction.
- Emotional and artistic experience (weight 0.27): The game is described as a melancholic story with fitting music, suitable for those seeking human imperfection and emotional depth. It is felt more than played.
- Broad appeal to adults (weight 0.19): Most people, especially adults, would find something meaningful in the game. It challenges those interested in the human experience to give it a shot.
- Suitable for novel game fans (weight 0.19): The game is recommended for people who like novel games without choices and those who enjoy following stories. It fits a niche of linear narrative experiences.
- Play blind for impact (weight 0.11): Reviewers recommend playing the game blind to maximize emotional impact. Avoiding spoilers enhances the narrative experience.
- Great as a gift (weight 0.11): The game is excellent for giving as a gift to friends, likely due to its artistic value and short, meaningful experience.
- Don't miss prologue (weight 0.11): Reviewers specifically recommend not missing the prologue, indicating it is an important part of the narrative.

Other player notes:
- Game is very short (weight 0.97): Multiple reviewers note the game can be completed in under an hour, with times ranging from 40 to 60 minutes. This brevity is a common point of discussion, with some appreciating the concise experience and others feeling it is too short.
- Comparisons to Hotel Dusk (weight 0.66): Many reviewers compare the game to Hotel Dusk, citing similarities in atmosphere, art style, and overall feel. This comparison is frequent and often positive, with some expressing nostalgia for the classic series.
- Taisuke Kanasaki's involvement (weight 0.32): The game is directed by Taisuke Kanasaki, known for Hotel Dusk and Trace Memory. Reviewers highlight this connection, often praising the game as a spiritual successor or a return to his signature style.
- Arc System Works as publisher (weight 0.3): The game is developed and published by Arc System Works, a studio known for fighting games. Some reviewers find this surprising but appreciate the studio's support for a different type of experience.
- Switch 2 release before Steam (weight 0.21): The game was released on Switch 2 before coming to Steam, and the Switch 2 version supports mouse mode. This platform strategy is noted by some reviewers.
- Rotoscoping animation technique (weight 0.17): The game uses rotoscoping animation, a technique that stands out to reviewers. Some note that the developer's dev log does not mention new methods for this animation, while others simply appreciate the visual style.
- Wish for Hotel Dusk remake (weight 0.16): Some reviewers express a desire for a remake or remaster of Hotel Dusk and Last Window. This wish is often tied to their enjoyment of the current game and its connection to the classic series.
- Comparison to Florence (weight 0.16): The game is compared to Florence in terms of gameplay, suggesting a similar interactive storytelling approach. This comparison helps set expectations for the game's mechanics.
- Art and music credits (weight 0.08): The art director is Yasusuke Kanesaki and the composer is Satoshi Okubo. Reviewers mention these credits, adding to the game's pedigree and artistic appeal.
- Question of younger audience appeal (weight 0.08): A reviewer questions whether younger consumers can understand and appreciate the game, given its artistic and nostalgic nature. This is a niche concern about the target audience.
- Reduced budget production (weight 0.08): The game was made with a reduced budget, which may explain its short length and limited scope. This context is mentioned by one reviewer.
- Price of 8 euros (weight 0.08): The game costs 8 euros, which some may consider reasonable for its length. This price point is mentioned by one reviewer.
- Unreal Engine 5 requirement (weight 0.08): The game will not run well on computers that cannot run Unreal Engine 5 games, indicating a high system requirement. This is a technical consideration for players.
- Tiny Hotel Dusk reference (weight 0.08): The game contains a tiny Hotel Dusk reference, which is a treat for fans of the series. This easter egg is mentioned by one reviewer.
- Review copy from SteamPY (weight 0.07): One reviewer mentions that the game was provided by SteamPY for review. This is a minor detail about the review process, not the game itself.
- Played on Steam Deck (weight 0.07): One reviewer played the game on Steam Deck, indicating it is compatible with the handheld device. This is a practical note for potential players.
- Comparison to The Talos Principle (weight 0.07): One reviewer compares the game to The Talos Principle, though the connection is not elaborated. This is a niche comparison that may not resonate with all players.
- Comparison to My Little Pony game (weight 0.07): One reviewer compares the game to a My Little Pony game that cost more and lasted only twice as long, highlighting the value proposition. This is a niche comparison.

Emotions:
- Appreciation (weight 0.2): Players deeply value the game's rotoscoped watercolor art, music, and wordless storytelling, which convey a moving narrative about connection and pursuing one's passions. The emotional story and beautiful presentation left a lasting positive impression, with many noting the care and detail in the artwork.
- Sadness (weight 0.13): The game's story is profoundly sad and relatable, evoking tears and heartache in players. The narrative's emotional weight, centered on loss and life's struggles, resonated strongly, leading many to describe it as a beautiful yet painful experience.
- Moved (weight 0.11): Players were deeply moved by the game's heartfelt story about a person's life, told through watercolor illustrations and a powerful soundtrack. Themes of relationships, regret, and perseverance, combined with the narrative's humanity, brought many to tears.
- Disappointment (weight 0.06): Some players felt let down by the lack of gameplay, choices, and interaction, which interrupted the flow and reduced engagement. The story, while ordinary, did not emotionally resonate as strongly as expected, and the emotional portrayal was seen as shallow.
- Nostalgia (weight 0.04): The game evoked strong nostalgia, reminding players of past experiences like drawing and the emotional void left by quitting. It also brought back fond memories of classic titles like Hotel Dusk, creating a sense of longing for those earlier times.
- Admiration (weight 0.03): Players admired the game's beautiful visuals and its ability to convey deep meaning without dialogue. The emotional story and unique art style were praised for their craftsmanship and impact.
- Satisfaction (weight 0.03): Despite some shortcomings, players felt satisfied with the overall experience, glad they played the game to the end. The game delivered strong emotions even with its short length and limited budget, leaving a positive impression.
- Excitement (weight 0.03): The game sparked excitement among fans of Hotel Dusk and Another Code, as it hinted at a possible return of those beloved series. The involvement of the original creators in a new story generated anticipation and enthusiasm.
- Gratitude (weight 0.03): Players expressed gratitude toward the developers for creating such a beautiful game and for bringing it to Steam after its initial release on the Nintendo Switch. The effort to make the game accessible was appreciated.
- Warmth (weight 0.03): The game's story of a woman's life, touching on family, love, regret, loneliness, and reconciliation, evoked a sense of warmth. The gentle storytelling and warm color palette contributed to a comforting and heartfelt experience.
- Enjoyment (weight 0.03): Players enjoyed the lovely story and gorgeous visuals, describing the game as a sweet slice-of-life experience. The combination of narrative and art made for an engaging and pleasant playthrough.
- Frustration (weight 0.03): Technical issues, such as slow performance on laptops and incompatibility with desktops, frustrated some players. Additionally, the constant stop-and-start animation was jarring and detracted from the experience.
- Emotional impact (weight 0.03): The wordless narrative was touching and beautiful, effectively tugging at players' heartstrings. The game's ability to convey emotion without text left a strong emotional impact on its audience.
- Joy (weight 0.01): The story conveyed a sense of joy, bringing happiness to players through its narrative. The positive and uplifting moments in the game contributed to an overall joyful experience.
- Inspiration (weight 0.01): The game inspired players to draw, reigniting a passion for art. The beautiful visuals and creative presentation motivated players to engage in artistic activities themselves.
- Affection (weight 0.01): Players expressed affection for the game, loving it despite any playful criticisms. The overall positive experience fostered a deep fondness for the title.
- Reflection (weight 0.01): The game prompted players to reflect on the idea that the story could be about anyone they know, making it deeply personal. This realization encouraged introspection about life and relationships.
- Happiness (weight 0.01): Players felt happy to support Taisuke Kanasaki's art style, which they admired. The opportunity to engage with and support the artist's work brought joy.
- Thoughtful (weight 0.01): The story's themes of risk and regret made players think deeply about their own choices. The narrative encouraged contemplation on the consequences of decisions and the nature of regret.
- Immersion (weight 0.01): The wonderful drawings and the story drew players into the game's world, creating a fully immersive experience. The combination of visuals and narrative kept players engaged throughout.}