Reviews from

in the past


Indika is a very short (~4hrs) walking game filled with puzzles and thought-provoking dialogue. Oh, the brilliant voice acting in this game... I loved the emotions that the 'narrator' put into his work. The ending leaves you hanging with questions in your mind. There are many scenes where you can't get what's happening because it's confusing or because it happens too fast.
I also want to state that I dissected the game and they animated every scene; characters are moving even when you don't see them in cutscenes or in the game. And the demon is also a part of some cutscenes, but you can't see it. They put real effort into this game. It's sad that it was short.
The downsides were pretty much the optimization and some less-polished parts of the game.

there are cathedrals everywhere for those with eyes to see :-)))

rlly makes you FEEL like ur 19 again and still experiencing religious delusions/paranoia. which is like such a specific feeling and thought process and not one I wouldve thought a video game could nail. but nah this took me right back to 2019 and how ill and scared i felt back then. loved any moment where indika was able to sit down and u would be able to cycle through all these beautiful camera angles where each one is centered on her through these like far away creep shots,, like she’s being stalked and looked at w hatred by some unknown figure. idk the feeling of being totally alone but still being watched and like ur never alone even when u want to be is ultimately like an entitled and self important one but it’s crazy to me that a game can get across these v specific feelings.

reminded me lots of i saw the tv glow,,, both ultimately about how living inside ur head and through fantasy is like a v unhealthy lifestyle and bad for mental/physical well-being. how any kind of fantasy whether a positive or negative one is end of day bad for u if it’s all consuming and u can’t live without the fantasies that play out in ur head. u end up seeing and hearing what’s inside ur head rather than what’s actually there in front of u.

religious horror team ico game (tho im sure a case could be easily made that that’s exactly what those games already are) or like alice madness returns w more contemporary aesthetic pretenses. kind of shit that yorgos lanthimos would be making if he wasnt a fucking coward and freak loll and im NOT just saying this bc there’s a disorienting usage of fisheye here tho more things should def use fisheye. zulawski vibesss here too for sure. love this,, finished all in one sitting,, had me in a trance fr
(which the gendered violence had more of a statement or take before the ending and not just in the final section but yk oh well play the cards that im given)

ok but where’s sativa tho😭

I can't think of the last time I played a game where I mulled over its themes like this one. I do this all the time for great movies (I did this for The Zone of Interest a couple of months ago), but I don't think I've seen a story come out of a game that fully utilized its medium and was so artistically unique, quite like this one. It throws a LOT at the wall, and while not all of it sticks gameplay-wise, I still recommend people try this out. It's short (almost too short), cheap, and it'll gnaw at your brain hours after beating it.

Don't mistake me. This is a HIGH 7, and don't be surprised if it's bumped up by the end of the year, as I can only see myself appreciating this game more from here.

I struggle a bit when thinking about Indika. Because on paper it does a lot of things I really like. Especially the enviroment design and general weirdness of the whole experience really stood out to me. But it also feels a little aimless sometimes, and especially its portrayal of sexual assault is a point where they should most definitely have gone back to the drawing board. If you're interested in Indika at all, I think it's a very good idea to pick it up. And meanwhile, I'll sit here, in my little corner, thinking about why I don't love it the way I thought I would.

What if Giorgos Lanthimos played Ico


INDIKA: Self-described as a “subversive, self-endeavourus, multi-meta-layered, nun-perspective, conscience-driven, action answer seeker”, INDIKA is really just a very interesting and pretty walking simulator (which its trailer denies it is... but it is).

I suspect we have a bit of a Hideo Kojima situation on our hands with this one, where writer/director Dmitry Svetlov wanted to make a movie more than a video game. The world of INDIKA is beautiful and full of sights that you may have even seen before, but the world's tone makes everything feel uniquely dark. You've seen a giant fish, but in INDIKA, catfish the size of skyscrapers hang from hooks in a vast, grim, autonomous cannery. They're loaded into what looks like normal tuna cans, only these are the size of a small car and you'll use them for a stacking puzzle. How one begins to eat from these cans, you and Indika will never know.
The word “bleak” applies to almost everything you'll be seeing in INDIKA, from the vast, foggy, barren landscapes to the dismal, misshapen, near-empty cities.
However, Kojima games are beloved not just for their insane storytelling, but because the gameplay, while sometimes too infrequent, is usually very good or at the very least, interesting.

So it looks good and the atmosphere is perfect for a story, but is it a good “game”? I do not think so. Again, it's a walking sim, that's like automatically capping how good it can be. The occasional puzzle is barely even a speed bump and the switch to retro graphics when delving into Indika's past is interesting but always short-lived -- as is this entire adventure. Really, there's not much for you to “do”. If you try the demo, you've seen all you'll be doing (and some things, like its chase, you won't be doing again).

Were it to be a movie, I think they've already got an incredible director of photography. Even how the opening credits are shown is something I've never seen before. Almost every cutscene has a filmic touch with shots that feel inspired by an Aronofsky or Lanthimos picture. I enjoyed Indika's story and her crisis of faith; I was successfully hooked and wondered what would happen to her, her captor, and her personal demon. Indika starts asking some pretty important philosophical questions on her journey and I was quite proud of her for even considering it.
I liked the touches added to make her so meek and vulnerable: her gaze is always downward and dodgy and if you stand still, she picks or nibbles at her cuticles and nails. Left clicking will have her wipe away at her forehead, right clicking and she'll cross herself. Interestingly, there are moments where if you have Indika cross herself – like under a painting of Jesus – you're rewarded with experience (and you are not told this). Unfortunately, the game isn't lying when it tells you “Don't grieve over lost points, they're useless anyway”.

...but it was all too brief. This story can easily be completed in one sitting if you are unemployed and there's no replay value. While the ending is painfully relatable for anyone who has ever been in need of some serious introspection, it's also pretty abrupt and maybe a hair lackluster for a video game. There's also no skipping of cutscenes, so if a lengthy one plays and you quit? When you come back, you're watching all that again. Pretty frustrating stuff.

It's definitely interesting and I'm glad I gave it a shot, but I guess I'd be sure to say that when you go into this, you won't get too much of a “game” out of it. It's a bit of a ride but definitely feels like playing a movie, there's almost no “need” for players to interact. Some of the dark humor here reminded me of “The Crying of Lot 49”, too, not totally sure why.

I think I can sort of recommend it. Maybe get it on a good sale.

Acho que esse jogo dispensa uma review comum com nota e tudo mais, vou só dizer isso: Indika é uma das experiencias mais interessantes que sairam de um videogame nos ultimos anos, e está em seu absoluto pico quando não tenta fazer um "checklist" do que precisa para ser considerado um videogame e só cai de paraquedas na própria estranheza.

Edit: vou dar uma nota.

𝟳,𝟯/𝟭𝟬 🍹
Technically quite simple, but full-fledged 3-hour Story-driven adventure, which had a clear vision of what the game wants to be, namely a cinematic “road movie” adventure about a nun who believes that she has been possessed by a demon, and a bandit, who accidentally has to take her hostage for a short time, naturally, the game is not afraid to discuss religious issues and resort to black humor on the topic, without resorting to insulting religion, I personally haven`t seen this, the only thing is that all the side characters are portrayed as hypocritical fanatics, but this fits into the story, which is about finding youself and gray morality (and there is also one scene with nudity, which is works for drama, nothing indecent),
At the forefront are the interactions of characters in traps in a slightly fantasy world, in which there are huge animals, huge mechanisms, and bizarre architecture, the stability and expediency of which raise questions, in general, some kind of arthouse “gigantism”,
At the same time, I’ll say right away that if you don’t like the slow atmospheric pace, then they’ve clearly overboard with it a little, it’s difficult to "survive" to the end of the game, even for those who are interested, everything seems too deserted, poorly detailed, and lifeless (except for the last level), especially when we are often given several paths that were not so necessary,
But this allowed the game to create some interesting simple puzzles that involve moving giant objects (based on the “Tetris” principle, a little reminiscent of “Scorn”)
and platformer-like sections, where we have to find the right way up by approaching the edge and pressing 1 button (as in "Stray"), or running away from the "escape"-boss (although it was not very intuitive),
There is also the classic option to find additional notes or light candles next to icons, and even leveling up ability about earning points, but the game immediately says that this doesn`t affect anything and will not give you anything, it`s done in the style of pop-up pixel icons, which makes the game environment even more whimsical, once again reminding us that we are not in a religious simulator,
They also took an inventive approach to the flashbacks of the main character, which are indistinguishable from cheap 2D pixel games, but it`s also gameplay+story,
And the real juice here is in the horror moments, the music is also written very simply, but what a strong tension it creates in horror scenes,
By the way, I wasn’t joking about the cinematography, of course, I’m not an expert in directing, but as a layman, I found many of the staged shots impressive (especially with the mill and the dog’s head), the game is also full of “relaxation” places where you can enjoy 5 selected angles of the local landscape, the sounds will also change... it seems like you can encounter some problems with the sounds, but again this is all about the overall budget of the project, as well as the biggest disadvantage - disgusting voice acting, Indica has a certain charm, and the actors are not bad, but it’s very painful to listen to, you only get used to it after an hour, optimization is also so so, the riddles are not intuitive, your partner may say that you’re doing something wrong when everything is exactly the opposite (although with moving a broken house it’s really sweetie)
but I can forgive all this for a small team, when we now have on our hands another example of a high-quality game from ru-developers,
only the ending was a little disappointing, it’s not bad, but don’t expect anything shocking, it’s quite logical,
True, this is again a slightly “trash” game, and Atomic Heart was the same, it’s a pity that it became a feauture of Ru-games, I wish that at least someone would not be afraid to make a project based on realism, without going overboard on trash and humor.

😊 Sub to my Steam`s Curator`s page: https://store.steampowered.com/curator/41977550
//
Небольшая команда соотечественников внезапно выпускает технически достаточно простенькое, но полноценное 3-часовое Сюжетное приключение, у которого было чёткое видение, чем игра хочет быть, а именно кинематографичной бродилкой-"роуд муви" про монашку, считающую что в неё вселился бес, и бандита, которому по воле случая приходится ненадолго взять её в заложники, естественно, игра не боится рассуждать на религиозные вопросы и прибегать к чёрному юмору на тему, при этом не уводя это в степь каких-то насмешек над религией, лично я в игре такого не увидел, единственное, что всех побочных персонажей выставляют лицемерными фанатиками, но это играет на историю, которая тут рассуждает на темы поиска себя и "серой морали" (а ещё есть одна сцена с наготой, которая тоже обусловлена сюжетными событиями, работает на драму, ничего неприличного),
Во главу же угла ставятся взаимодейстивия персонажей в ловушках около фентезийного мира, в котором огромные каждое животное по 3 метра в высоту, огромные механизмы, и причудливая архитектура, устойчивость и целесообразность которой вызывают вопросы, в общем, артхаусный "гигантизм" какой-то,
При этом сразу скажу, что если вам не по душе медлительный атмосферный темп, то тут с этим явно немного пережали, и до конца дожить сложно, даже заинтересовавшимся, всё кажется слишком пустынным, малодетализированным, и, безжиненным (кроме последнего уровня), особенно когда нам зачастую дают несколько путей прохода, которые не так уж и были необходимы,
Но зато это позволило сделать в игре несколько занятных простеньких головоломок на передвижение гигантских предметов (по принципу "Тетриса", немного напомнило "Scorn" ещё),
и около платорфменных секций, где мы должны найти правильный путь вверх подходя к краю и нажимая 1 кнопку (как в "Stray"), или убегая от "escape"-босса, хотя он не очень интуитивный получился,
Есть классическое нахождение побочных предметов-записок или иммерсивное зажигание свечей около икон, и даже прокачка возможности зарабатывать очки, но в игре сразу говорится, что это ни на что не влияет, и ничего вам не даст, выполнено это в стиле всплывающих пиксельных иконок, что придаёт антуражу игры ещё больше причудливости, ещё раз напоминая нам, что мы не в религиозном симуляторе,
Изобретательно также подошли к флешбэкам главной героини, которые не отличить от дешёвых пиксельных 2D-игр, зато это тоже геймплей+история,
А самый сок тут в хоррор-моментах, музыка написана тоже очень простенько, но какое же сильное напряжение в необхоидмых сценах,
Насчёт кинематографичности я тоже шутил, конечно, я не эксперт в режиссуре, но как для обывателя многие постановочные кадры показались мне внушительными (особенно с мельницей и головой собаки прям кинниище синематографи), в игре полно мест "релаксаций", где вы можете насладиться 5-ю подобранными ракурсами местного пейзажа, звуки тоже будут меняться.. со звуком вроде можно встретить какие-то проблемы, но это всё опять же к общей бюджетности проекта, также как и к самому большому минусу - отвратительной озвучке, определённый шарм у Индики, конечно, есть, актёры неплохие, но слушать очень больно, только через час привыкаешь, оптимизация тоже не сахар, загадки не интуитивные, напарник может говорить, что ты делаешь что-то неправильно, когда всё ровно наоборот (хотя с передвиганием разломанного дома это прям конфетка),
но это всё я могу простить небольшой команде, когда мы теперь имеем на руках ещё один пример качественной игры от ру-разрабов,
только лишь концовка немного разочаровала, она неплоха, но не ожидайте прям чего-то шокирующего, скорее закономерного,
правда это опять немного "трэшовость", и в Атомик Харте без этого не обошлись, жалко, что это стало "нашей" фишкой, хотелось бы чтобы уже хоть кто-то из РФ не побоялся сделать проект на полностью "серьёзных" щщах, на реализме, не уступающий какому-нибудь западному боевичку.

p.s. По-настоящему скрепная игра к пасхе)

😊 Поддержка подпиской: https://store.steampowered.com/curator/37365104

it's just a playable a24 movie

Cool set-pieces, interesting dialogue, vibes unclear, needs more than one playthrough. Highly recommend checking out for yourself and dabbing on Russian fachists in any online discussion (especially if you're of the slavic complextion)

Indika is a masterful video game, though very frequently not-fun. I need to warn about Indika’s content as a religious horror game.

Towards the end, there’s a scene that addresses sexual coercion. Using the garish fade-to-red film technique to address the dehumanization without having to render the details, there’s a point where this game reaches peak narrative horror. This works with the core theme of a deep desire to crawl out your skin in fucked-up religious sort of prison that includes your own worldview. It’s just… forewarning / skip-ability would be good.

It reminds me of a lot of A24’s more recent horror films: the terror keeps things moving, puts us on the edge of our seat and makes is want for the ick to be defeated., The bad situation is the point. None of what’s happening is okay.

The more chill moments also have this air of discomfort. Yaking selfie screenshots of Indika feels a bit like an invasion of privacy. She looks briefly at the camera when you rotate around to see her face, then immediately looks away, trying to avoid the knowing fact that we’re watching her.

Taking selfies of Indika feels a bit like an invasion of privacy. She looks briefly at the camera when you rotate around to see her face, then immediately looks away, trying to avoid the knowing fact that we’re watching her.

The gameplay itself is mostly about trying to get out of your own personal hell. Indika frequently takes control of nightmarish Industrial Revolution era steam machines to seek out that one very-restrictive pathfinding exit. This makes exploration often feel as oppressive as Indika’s guilt-ridden alienation. The reprieve in all of this is a partnership with a man whose arm is infected with sepsis named Ilya. Their friendship book-ends the game and yields the most narrative surprises. I should go into it more, but for now I think I need to call it.

7/10

I need some time to think about it. For now, these two stars are just a placeholder waiting for further evaluation.

For now:
The last sequence is truly astonishing.
The game is of course way more fascinating as a weird and absurd reflection on faith, authority, and good/evil and less as a sequence of consciously boring procedures.

Претенциозная пустышка с максимально банальными идеями

INDIKA é diferente de praticamente qualquer outro jogo de terror, seu maior triunfo e problema são seus puzzles que as vezes podem ser massantes, os momentos de cutscene são muito bem feitos, gameplay não decepciona se tratando de um jogo indie, e os gráficos/ambientação acompanham o que podemos esperar desse jogo.

Minha expectativa com os objetivos durante o jogo eram maior, porém não foi impeditivo de ter visto um linear e interessante suspense se passando na Rússia.

Cannot recall the last time a game - a non-AAA game at least - created so many high-quality assets that are on-screen for such a short time (which is extra funny as I think the key art used for the cover/other places is at least partially AI generated). End-to-end there are rooms teeming with insanely detailed objects, landscapes composed so strikingly and at such scale that they boggle the mind and, hell, even great pixel art. Yet if you're just playing the game normally all of it is moved past in seconds. They clearly were aware of this as they even give you these benches to sit on which provide multiple framed shots of your surroundings, so you can bask in them a bit. Listen lads I wouldn't blame you if you pumped out a quick second game real quick to get your money's worth on that work, my word

Esse é o tipo de jogo q eu acredito q não deveria dar nota, mas eu irei pq eu amei e a nota merece estar mais alta kkk
Eu não irei comentar muito pois é o tipo de jogo q merece ser jogado as cegas, mas irei destacar o nível incrível das expressões faciais, é impressionante e uma das melhores q eu já vi em um jogo
E a direção é espetacular, é nível cinema e não digo no mal sentido igual muitos usam pra fazer flame
11 Bit nunca errou meus amigos.

A religious, philosophical discussion with cinematography that reminded me of Yorgos Lanthimos. It gets weird at times, but I honestly wish it got a bit weirder. The puzzle design feels quite dated, being somehow both quite simplistic but also frustrating with a lack of feedback at times, but they don't take up too much of the game's short playtime.

I switched the audio language over to Russian early on and really enjoyed the performances. The story had some interesting thoughts, and I never quite felt it becoming pretentious, which is a concern with material like this. A good quick game.

Really quite good, often stunningly gorgeous, and endlessly stylish. Indika peddles in the phantasmagoric in its exploration of trauma, faith, and the loss thereof. Stunning landscapes are interspersed amongst hyper-surrealist industrial explorations of pre-revolution Russia.

Surely this can't be God's plan?

Indika is not exploring ideas that haven't been touched before, but I haven't come across many games that examine a fall from grace/faith in the way that Indika does, and certainly not as stylishly. Flourishes of color and dream-like hyperbole work their way into nearly every pivotal moment of the game's plodding structure. While the themes explored may not be groundbreaking, the aesthetics of their exploration are inarguably mature, particularly for the medium, doubly so for the fidelity at which Indika is rendered.

It is not hard to imagine this same game conceived as a low-poly low-res walking sim, exploring the same concepts and plot points. It is genuinely delightful to see a game that would be seen as extremely niche a few years ago be given such a grand budget to beautifully render its story in.

I could not help but think of Playdead's Inside and Limbo while playing this – Indika seems heavily inspired by those games' focus on atmosphere and tone, above all else. As such, I think the same folks that were frustrated by the somewhat rote puzzle-solving in either of the aforementioned games will probably grind their teeth during the similar puzzle sections here.

All in all, Indika is well worth the price of admission in its beauty alone. Expertly crafted environments that are further buoyed by gorgeous cinematography (the wolf water-wheel shot in particular mwah!).

Indika is a nun who clutches the charm on her rosary beads til her left hand bleeds, knows how to drive a steambike, and may or may not be talking to the Devil.

From the couch, INDIKA--the game--can sometimes recall The Last of Us, both in how you explore the world, listening to conversations and rummaging through houses torn asunder, and how it spaces little puzzles and set pieces organically throughout its world. But it's also not at all like Ellie and Joel's adventure. It's more profane, and way more Russian: a quixotic mix of philosophy and psychedelia.

That said, like many walking sims, it isn't always fun to play. One of your very first tasks involves refilling a bucket from a well five times. On PS5, the 5.1 audio is unbalanced, the controls are finicky, and the (frequently awe-inspiring) visuals are jerky and unoptimized. Call it Eurojank, I don't mind--a frictionless gaming experience isn't one that can truly explore suffering, and like Disco Elysium, Indika can often be laugh out loud funny while it twists your arm.

So y'know...buy it.

A fascinating experiment in visual storytelling and narrative that I'd say is on-par with quite a few respected arthouse movies out there. From the wondrous yet elusive and mysterious steampunk Tsarist Russia to the fever-dream sequences and choices of camera angles, this game goes extremely hard in the cinematography department.

Indika's philosophical backbone is rock solid, positing some intresting reflexions on faith, religion and morality - very well represented by the leveling system, which is the game's only true achievement in gameplay as a ludonarrative device. The ending & its message is also something I won't be forgetting any time soon.

Gameplay, however, is quite janky. Jarring animations, sound mixing that's all over the place, uninteresting transitional setpieces and mediocre puzzles. I never thought I'd say this, but I'd be happier if Indika were even less "game" and more "walking simulator" than what it currently is. Give me more talking and less busywork. I'd have greatly appreciated more delirious sequences and dialogues with the devil.

Still, even though it's far from perfect, I can't help but praise Indika's sheer boldness. Its highs are really high and made me power through the lows. Perfect if you've liked Hellblade.

Os elementos mais interessantes do jogo, como a gamificação da religião (incluindo também os momentos iniciais lentos e desrespeitosos com a personagem principal, mas que garantem pelo menos um pontinho extra que vai gerar a salvação), a mecânica de mudança do cenário pela ação "orar" e a mudança clara de jogo ao resgatar as memórias da infância costumeiramente associadas a um período feliz (não atoa nessas memórias eles brincam com a percepção de algumas pessoas do que seria uma "era de ouro" para os jogos) são subutilizados para um jogo que joga muito mais na safezone do que parece querer admitir.

Bastante inofensivo.

Mas pelo menos sincero.

Is it a game for everyone? I'm not sure. Is it a unique experience? Definitely.

It doesn't say anything about faith that hasn't been said before, but as a narrative-driven game, it's a cinematic experience with good writing and good presentation with its humor. Most importantly, it's a game with character.

I'm not sure if that bit at the end was necessary though, I think it conflicts with the rest of the story.

Indika was a nice surprise. A dark story, but one that kept me entertained until the end. A gaming gem that I recommend to everyone!

By trying too hard to be clever, Indika left me completely out of the game. I felt like the game refused to be immersive. Several elements always kept me outside of this story which, on paper, should appeal to me. Indika is the product of a team of Russian developers exiled in Kazakhstan who want to denounce the Moscow Patriarchy through a politically critical game, part of whose profits go to a charity helping Ukrainian children.

The project is promising: going back in time (late 19th century?) and showing that Tsarist Russia (pre-communist) is strongly marked by the Orthodox religion. This church supposedly dictates to the Russian people the codes of conduct whose backbone is unquestionable obedience. As a churchwoman, Indika is therefore largely subject to these codes, and the game tells her "philosophical crisis of faith" through a pilgrimage between her convent and a city where a religious event is taking place. There is also a second, internal journey between Indika and a talkative narrator who keeps questioning the nun's certainties. From a literary point of view, it is situated between Dostoevsky (for the despair), Tolstoy (for the theological questions), the Enlightenment (for the aspect of dialogue and questioning reason), and André Breton (for the distortion of reality). There are also cinematographic references such as Yórgos Lánthimos and A24 productions.

Of course, there is a critical and political charge against the current Russian government. However, the criticism remains cautious: it keeps a safe distance from direct confrontation with the Putin regime. I am in no position to judge this because I believe there is surely a real danger in criticizing such a regime, even if one is in exile.

But despite all these good intentions, I must admit that the game slipped out of my hands several times. There is a real problem with immersion: I did not believe in this story at all. Maybe it's pure snobbery, but I would have needed dialogues in the original languages. Ilya almost has a "cockney accent" and Indika speaks like any character on Netflix.

This imagined and hallucinated Russia is still interesting. Some settings are really well done, especially the city scenes. I would have liked to explore them more but...

More than a problem of distance with the narration, I also feel that the developers were constantly mocking the players (and thus me). The game does not embrace its backbone, which is purely and simply a walking sim. Instead of working on this genre (which is far from being an established and definitive form), Indika (the game) constantly puts on a show: a few puzzles (with horrible controls), 2D platforming scenes (with hitboxes as faulty as those in Wizard of OZ on SNES), 3D isometric racing game segments, a "rhythm platformer" segment, and more. As a result, instead of being constantly surprised, we are constantly disappointed, even though I recognize some interesting moments here and there (the moments where Indika is torn between the devil and prayers and that changes the environment, honestly not bad at all).

This baroque mix of genres, not to say failed, adds to the fact that we are constantly pulled away from the game's story until we no longer care about it. The narrator's outbursts also become annoying, especially when this supposed internal voice is a male voice (for a female character) that sometimes has totally lewd aspects. Additionally, there is a rape scene that adds nothing to the story except wanting to remain "edgy".

Maybe there are some among you who really liked that the point system and skill tree serve no purpose (wow, how subversive!), but I rather felt that I was being mocked, not only as a "visual novel" enthusiast but also as a gamer. For the record, the first gameplay moment = "Fetch water from the well 5 times. I spill the water on the ground. Hahahahaha actually it's useless xD". In short, this annoys me, I need to calm down.

One scene particularly struck me. Crossing a huge sturgeon factory, you have to make your way by navigating circular platforms while avoiding fish. I had to retry several times due to the poor controls. After this forgettable scene, you enter a second similar room. At that moment, Indika exclaims: 'Oh no, not again.' I was thinking exactly the same thing as Indika: 'oh no, not again.'

This one is a real headscratcher; whether it's the religious themes and philosophy thrown at the player, if some events are actually happening, or are all nuns this good at puzzle platforming. At times, it feels like an A24 film. Other times, it just feels like a generic video game with no real strengths.

Amazing narrative driven, walking simulator-esque, game with a few puzzles. It felt like playing Limbo/Inside at times, where there's more meaning to the environments and a greater emphasis on our understanding of the story being told. The titular character, Indika's story starts with a sort of tragedy and guilt, and nothing's felt the same for her ever since. A dark, surreal and thought-provoking experience; I loved playing this game. I really enjoyed the pixel art mini-games too.

P.S. I recommend using the Russian language for the dialogues.


If you're interested in a narrative-centric game about how religion sucks then I'd recommend buying this on sale. For everyone else, skip it. Pretty thin on content and the gameplay is simply not very good. While the narrative does have some compelling moments, it also reads like a mixture of r/Atheism and r/Im14AndThisIsDeep at times.

One of my favourite things to do is play a short indie game on a whim without knowing anything about it. I did this for Indika and boy did it pay off.

Indika takes a fascinating approach to making a cinematic narrative game feel fresh and exciting. It's quite unlike most other narrative "walking-sim" style games I've played. Indika uses the medium of video games to tell it's story better. It's hard for me to say how it achieves that without outright spoiling it, but it's doing some pretty cool stuff. That also extends to the game's general tone. Indika feels like it's going back and forth between being a serious commentary on religion to presenting itself as outright goofy and more of a satire. Sometimes this works. But other times, it can feel jarring. And I imagine this to be the intent as it's often effective. I just can't help but feel the absurdist elements of the game could have been pushed even further.

I enjoyed the story that's being told here. There are some pretty interesting discussions about religion and morality throughout the game that stuck with me. This is helped by strong VA from the leads. I'll also add that this game has some cool alt-history lore stuff (massive fish!!) that add a unique flavour to the game's world. Fun stuff.

Indika isn't without the mundane though. For all the cool and unique stuff the game brings to the table, you're still pushing boxes and solving sometimes outright mediocre puzzles. There's also a few of the standard walking sections where, as a player, all you have to do is push up on the analog stick. Stuff like that still feels archaic here, but I didn't mind it too much considering how strong the rest of the game is.

I enjoyed Indika a lot for what it was. And even more than that, I appreciate it for doing things differently. This is an extremely unique entry in the pantheon of Walking Sims out there. Definitely worth a look.

The most pleasurably strange game I’ve played in quite some time. A mix of religious commentary and subversion of video game mechanics/storytelling make this an instant underrated classic for me, and I can forgive any jank for something that tries to be this bold and delightfully weird. Might be a GOTY contender for me by the end of the year?