

Gone In November
Florastamine · 2016 · Indie, Adventure, Walking Simulator, First-Person
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About Gone In November
Gone In November is a short, introspective experience where you inhabit the final days of someone grappling with terminal illness and depression, sending messages into the void and performing meaningless rituals like watering a cactus. What sets it apart is its unflinching exploration of isolation and futility—a game that questions whether our choices matter at all in a world that leaves us feeling profoundly alone.
Go through the mind and thoughts of a patient who was diagnosed with a deadly disease during his last days of living. A short experience where your choices and your actions don't matter. Texting messages to a social network account that has been inactive for 121 days, have the habit of watering the cacti without any clear reason, fencing your apartment to isolate yourself from the outside world - what else someone can possibly do when they are at their bottom?
"Aren't we all puppets and the modern world is what pulling the strings?
It is tearing us apart.
The closer we are to each other, the more lonely we feel."
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What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
It feels like a 10-minute winter sealed in a glass jar. Open it, and a chill spills out. Close it, and the cold still clings to the skin. Brief and a bit rough, yet its quiet screen leaves a bigger, clearer echo.14 found this helpful
Gone and hopefully done forever. Painful experience to play. Not because of the themes but how bad the game is.10 found this helpful
Gone In November, developed by Florastamine and published by Sometimes You, is a somber and deeply introspective narrative game that approaches grief, depression, and psychological deterioration with stark honesty rather than metaphorical abstraction or dramatic flourishes. It belongs to a particular strain of indie storytelling in which the primary conflict exists entirely within the protagonist’s mind, and the player’s role is not to conquer enemies or solve intricate puzzles, but to witness and participate in the slow erosion of emotional stability. From the opening moments, the game signals that it is not meant to entertain in a traditional sense—it seeks to evoke empathy, discomfort, recognition, and reflection. That creative intention shapes every artistic and mechanical choice, turning a seemingly ordinary apartment into a suffocating emotional landscape. Most of the experience unfolds through quiet routine. The player guides the protagonist through everyday actions—eating, showering, attempting sleep, taking medication, walking from one room to another—but those interactions gradually become heavier, slower, and more painful to complete. The monotony is deliberate, reinfor…
I'm not sure how to rate this. There's a strongly developed thesis the devs are working with but I don't think the execution was very well done. There's very little interaction with the environment and the graphics are archaic. The premise is strong but I don't think the content of the game lived up to it. Unfortunately, I think a negative here is my final thought but with the caveat that if the topic interests you enough you might find something worthwhile here.
If you like walking sims with an indecipherable story and zero art, this is the game for you
It crashes quite frequently with '3D hardware reset failure' errors. Aside from the technical issues, the game tries to take on heavy themes but fails spectacularly at delivering a message at the end. The story is too convoluted and it's frustrating to try to piece together nonsense.
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