Emily is Away

Logging Back On to a Friendship You Let Slip

by Kyle Seeley

Adventure gameSteamFree

Reviewed by the Rankeno Strategy & Sim DeskUpdated Oct 2026

Emily is Away is an Adventure game for Steam. It's short and branches less than it seems to, and it's worth an evening for the right audience — not everyone. It scores 7.5 out of 10 — Good.

7.5Good#341 of 624 Adventure games

How it scored How we score

  • Design7.5
  • Innovation7.5
  • Value8.5
  • Utility6.0

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

Kyle Seeley’s free AIM-era story turns a chat window into a sharp, quietly painful study of friendships that drift apart.

Released Nov 20, 2015

The verdict

It’s short and branches less than it seems to, and it’s worth an evening for the right audience — not everyone.

What we liked

  • Typing each reply out key by key makes it feel like your own words
  • Convincing Windows XP and AIM recreation, with the old sounds
  • Free, with a quietly affecting story

What could be better

  • A run lasts only a little over an hour
  • Choices change less than the branching suggests
  • Much of the charm depends on AIM-era nostalgia

Is it for you?

Best for

  • AIM-era nostalgics who still remember their old away messages
  • Narrative-game fans who want a complete story in one sitting
  • Designers and UI enthusiasts curious about how an interface can carry a story
  • Not for players expecting a long relationship sim with very different endings

More reviewed in Adventure

Overview

Do you remember rewriting an away message four times before you left for class? Emily is Away is built on that memory, and it knows exactly how much weight a memory like that can carry.

Solo developer Kyle Seeley made Emily is Away as a free interactive story, released on Steam in November 2015. The whole game takes place inside one fake computer: a copy of an early-2000s Windows XP desktop running a chat program closely modeled on AOL Instant Messenger. There’s no 3D world, no character model and no voice acting. You create a screen name, sign on and talk to Emily, a friend from high school.

The story has five chapters set a year apart, running from senior year of high school through senior year of college. Each chapter is mostly one conversation. You pick from a few possible replies, and as you press keys the game types your pick out one keystroke at a time. Depending on what you say, the relationship grows, fades or turns into something neither of you planned, and the story branches toward different endings.

The design is narrow, and that’s on purpose. Emily is Away plays more like a short story than a visual novel with a sprawling route chart, and the price matches: it’s free. All it asks is a little over an hour.

Critics liked it. Wired praised how strongly the game affected its reviewer, and Rock, Paper, Shotgun called it good fun, if only for the nostalgia. That second verdict is a backhanded compliment, and it raises the question this review has to answer: is Emily is Away a real story, or just a nostalgia trip in a nice outfit?

The two most common complaints are that the game is short and that choices change less than they seem to promise. Both are fair, and neither one sinks it.

Key features

  • Period-Perfect Desktop: The whole game runs inside a recreated early-2000s Windows XP desktop and an AIM-style chat client, complete with sign-on chimes and message alerts.
  • Keystroke-by-Keystroke Typing: After you pick a reply, the game fills it in one keystroke at a time as you press keys, so each message feels written rather than selected.
  • Five-Chapter Branching Story: Your conversations with Emily run from senior year of high school to senior year of college, a year apart, and your choices push the relationship toward different outcomes.
  • Profiles, Away Messages and Buddy Icons: Between chats you can browse the little social details that defined the era, and they add context to each conversation.
  • Custom Text Color: You can change your chat color, lime green included. Anyone who spent years on AIM will recognize it right away.
  • Short, Replayable Runtime: One run takes a little over an hour, which makes a second pass with different replies easy to justify.

Analysis

The Loop Is Barely a Loop

The structure is extremely simple. A chapter opens on the desktop and you sign on. A conversation with Emily plays out, and at each beat you pick one of several replies. The chat ends, a year passes and you sign on again. Between conversations you can look at buddy icons, read profiles and away messages, and change your text color.

That’s everything the game offers. There’s no inventory, no puzzle layer and no timer. The design rests entirely on pacing and implication, which is a gamble: if the writing doesn’t work, there’s nothing else to fall back on. Mostly, it works. Emily reads like a real person who is still figuring out who she is, and the year-long gaps between chapters do a lot of the storytelling. You never see what happened in between. You piece it together from the conversation itself and from the profiles and away messages between chats. That’s how these friendships really drifted: not with a big fight, but with slightly shorter replies.

Typing as Performance

Seeley’s smartest decision is the typing mechanic. You don’t click a reply and watch it appear. You choose it, then press keys, and the message fills in one keystroke at a time, as if you were writing it yourself. The game supplies the letters, and you supply the rhythm.

It sounds like a gimmick, but it isn’t one. That small bit of friction turns choosing a line into writing it. When you pick a line that’s a little too honest, you have to sit there and type it out, and those few seconds feel longer than they should. Anyone who has hesitated over the Enter key before sending a message they couldn’t take back will know the feeling. It’s a cheap trick in the best sense: very little engineering for a large emotional payoff.

The catch is that the effect is strongest the first time. Once you realize the keys you press don’t have to match the letters on screen, you can mash your way to the send button. On a replay, the typing becomes something to get through rather than something to feel.

Choice, and the Illusion of Control

This is where the game draws its sharpest criticism, and where the criticism is only half right.

Your replies do shape the relationship. Emily’s answers change, the tone shifts, and the story branches toward different outcomes. But the skeleton stays fixed: five chapters, a year apart, following the same general arc from high school to the end of college. The branching is narrower than the interface implies, and a second run makes those limits easier to see.

As a relationship sim, that’s a weakness. As a story about growing apart, it’s close to the point. You can’t message your way out of distance, time and two people turning into different adults. By refusing to give you full control, the game mirrors what it’s about. Not every player will buy that argument, and the game doesn’t make its case strongly enough to convince the ones who don’t. If you expect a web of wildly different endings, you’ll be disappointed.

Length and Replay Value

A little over an hour is the right length for this story. Any longer and the premise would wear thin. The replay value is real but limited. A second run with the replies you skipped is worth it, because it shows how much a single line can change Emily’s answers. A third run is mostly for completionists. The length complaint is fair in one sense: people wanted more time with these characters. As a knock on what’s actually here, it’s less convincing, especially for a free game.

Nostalgia Doing the Heavy Lifting

Rock, Paper, Shotgun’s “if only for the nostalgia” line deserves a direct answer. Yes, much of the appeal comes from recognition: the chat window, the away messages, the old sounds. If you never used AIM, some of the effect won’t reach you. But the core of the game doesn’t depend on the early 2000s: the awkwardness of talking over text and the weight of what goes unsaid are universal. The nostalgia gets you in the door, and the writing keeps you there.

Visuals & performance

The visual style is skeuomorphism as storytelling: the interface imitates real software, and that imitation carries the story. The Windows XP desktop, the AIM-style chat window, the buddy icons and the profile pages all look like the real thing at a glance. The sound design finishes the job. The sign-on chime and the message alert are the kind of sounds that still trigger recognition twenty years later. Letting you change your text color, lime green included, is a tiny touch that shows Seeley understood what people actually did in these programs.

Because the interface is the game, readability matters more than spectacle, and the chat window is clean and easy to follow. The trade-off is that the desktop is mostly a stage set. What you can interact with is the chat, the profiles and away messages, the buddy icons and the color picker. This isn’t a fake operating system to explore the way Hypnospace Outlaw is, and players hoping to poke around will run out of things to click quickly.

Performance is a non-issue by design. A static desktop, a chat window and text are light on hardware, and a game of this scope leaves little room for technical trouble.

Platform nuances

Emily is Away is available on Steam for Windows and macOS, and because it’s free, all you need is a Steam account.

The game is made for keyboard and mouse. The mouse picks your replies, and the keyboard drives the typing, which is where the effect comes from. Pressing real keys, with their click and travel, sells the idea that you’re writing each message — any standard keyboard does the job.

A controller or a handheld PC is a poor match. Pressing a trigger to “type” removes exactly the friction the design depends on. Play it at a desk, in one sitting, ideally late at night, which is when these conversations happened anyway.

Final verdict

Emily is Away is a small game with a precise aim, and for the most part it hits it. Kyle Seeley took an interface millions of people used every day, added one clever bit of friction to the act of typing, and wrote a relationship that rings true.

It has flaws that matter. It’s over in about an hour, the branching is narrower than the interface suggests, and some of its power comes from nostalgia that not everyone shares. But the short runtime keeps it focused, the limited control fits its theme, and it costs nothing. We recommend it to anyone who lived through the AIM era or cares about interface-driven storytelling. Give it one evening. Then play it again and pick the replies you were too cautious to send the first time — that second run is where the design shows what it can do.

Reviewed by the Rankeno Strategy & Sim Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

Your rating for Emily is Away:
Was this helpful?

Are you the developer of Emily is Away?

Submit for review or ask about a placement. Paid $49 · expedited $149

Submit your product

Reviewed on Rankeno? Show the badge on your site — a free copy-paste snippet.

Embed this score badge on your site

Embed this review badge

Paste this snippet on your site to show your Rankeno score. The link back to rankeno.com is a normal followed link — no redirect, no ad tracking.

Quick facts

Developer
Kyle Seeley
Released
Nov 20, 2015
Platform
Steam
Price
Free
Genres
Adventure, Casual, Indie, Simulation

Questions about Emily is Away

Is Emily is Away worth it?

Emily is Away is a small game with a precise aim, and for the most part it hits it. Our editors scored Emily is Away 7.5 out of 10, which puts it in our Good band.

Why does Emily is Away score 7.5 out of 10?

With a score of 7.5 out of 10, Emily is Away lands in our Good band. Value is its strongest category at 8.5 out of 10. Utility is the weakest at 6.0.

What do our editors like most about Emily is Away?

Typing each reply out key by key makes it feel like your own words. Convincing Windows XP and AIM recreation, with the old sounds.

What do our editors say is Emily is Away's biggest weakness?

A run lasts only a little over an hour. Choices change less than the branching suggests.

If you liked Emily is Away

Similar picks our editors rate highly.

Get our picks when they're worth it

We'll write when there is something worth your time — our newest verdicts and the top-ranked picks across apps and games. No fixed schedule, and we will never share your address.

We use your email only for these picks. See our privacy policy.