Your pockets are empty.
Your life is in shambles.
You've ruined your career.
You're being evicted.
The love of your life is marrying someone else.
With precious little time left you make a last-ditch effort to salvage your world.
How far will you be willing to go to make things right again?
What are you willing to sacrifice for one more chance at happiness?
Who are you willing to hurt in the process?
Who could judge you?
In the end, aren't we always sometimes monsters?
Always Sometimes Monsters is a unique roleplaying game set in the modern world. You take on the life of your character for 30 days as you try and make it from the east coast to the west coast before your one true love marries someone else.
Along the way you'll face a myriad of choices that will alter the course of your journey and change the fate of your character. These decisions will affect the characters you encounter and the world around them, but few things are ever as binary as right and wrong. Your unique story will be shaped by your personal ethical compass, with none other like it.
The Hard Road to Always Sometimes Monsters - Colin Campbell
But the choices laid out for the player aren't dictated by good and evil. They are dictated by necessity. There is no green or blue or red path toward some denouement of greater or lesser goodness. The puzzle isn't about trying to do the noble thing or trying to demonstrate your character's badassery; it's about doing the thing that seems to carry the most benefit while causing the least amount of harm. It is a puzzle of morality that also seeks to deny the existence of morality.
Always Sometimes Monsters Won't Give You Warm Fuzzies - Brett Makedonski
It's not fair, but it's certainly realistic. Enough to make you numb. Enough to make you realize that maybe your well-being is all that really matters. During the demo, I could actually feel myself growing increasingly callous to the needs of other characters. I was only interested in looking out for myself. Before long, any semblance of hospitality came with an ulterior motive -- I thought I'd benefit from helping this person. Damnit, maybe I'm always a monster.
Real-Life Playing Game: Always Sometimes Monsters - Ben Barrett
I’m more than a little fascinated. The lovely retro style captures a slightly bleak, ordinary world beautifully. The larger, overlaid pictures of important characters or items show there’s real talent in the art team. I’m in love with the music too, of which a longer sample I’ve had on repeat throughout writing this.