Developed by Northway Games,I Was a Teenage Exocolonistoffers a creative and refreshing mix of genre elements, redefining what narrative games can be. This is due in-part to the dedicated team of developers with clear intentions for creating a thought-provoking, poignant, aesthetically beautiful, and undeniably inclusive experience. Combining sci-fi, dating sims, coming-of-age stories, RPGs, deckbuilding, and more,I Was a Teenage Exocolonistbends in a way that few other titles can boast.

The game’s premise is centered aroundhardcore science-fiction elements, putting players in the shoes of Sol, a child growing up as part of humanity’s first space colony. The colony resides on an alien planet called Vertumna, and explores a way of life that involves sentient AI teachers, discovering otherworldly flora and fauna, and hanging out with friends.I Was a Teenage Exocolonisttakes the player through 10 years of Sol’s life, crafting a personalized narrative full of heartwarming moments and heart-wrenching choices that impact the colony.

Talking to two characters in red Armor in I Was A Teenage Exocolonist

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I Was a Teenage Exocolonist Twists Outer Space with Teenage Angst

Reminiscent of ambitiousspace exploration games likeMass EffectandHomeworld,Exocolonisthas an incredibly in-depth lore system that not only impacts narrative events, but also changes as Sol ages. The game includes a variety of alien creatures, space-themed career paths, and beautiful art to create that outer space atmosphere. The game also has an interesting comparison between the ever-growing futuristic tech of the colony and the enduring aspects of being human.

With the game seeking to tackle coming-of-age difficulties,I Was a Teenage Exocolonistintegrates complex social mechanics. As Sol grows, they can make choices relating to their gender identity, sexuality, friends, potential partners, career paths, family dynamics, and more. The breadth of narrative choices affects not only Sol’s social life, but the colony as a whole, as past choices are stored as memories making up part of the game’s unique deck-building mechanic. Not only does thesimulation game have great world-building, it also has a dynamic human experience that lets players exist however they’d like.

Memory cards in I Was A Teenage Exocolonist

Deck-building and Time-loops Collide in I Was a Teenage Exocolonist

Unlike most narrative-based games,I Was a Teenage Exocolonistuses a variety of mechanics to create a game that feels far more expansive and impactful. For instance,deck-building is a huge part of the game, as “battle cards” are earned through narrative experiences and are played in order to overcome specific challenges. Players can collect over 250 of these cards, creating an array of choices when tackling inevitable issues that come up over a 10-year playthrough.

The game also relies onpopular time-looping mechanics, creating a space for players to see their choices - and the choices made by NPCs - play out over decades. The focus on far-reaching causality is a refreshing take on the role-playing genre, allowing for multiple varied playthroughs that shape the fate of Sol and the colony. For instance, there are almost 30 different endings that players can attain each month, and hundreds of quests to attempt with ranging consequences on the future. After a playthrough, the player can wake up again, seeing how previous choices have advanced their goal of saving the colony and Vertumna from destruction, then try something completely different. Variety is a strong suit holdingExocolonist’s interweaving systems together.

I Was A Teenage Exocolonistis available now on PC, PS4, PS5, and Switch.