Bottom Line: Northway Games has engineered a devastatingly effective machine for empathy, transforming the abstract concept of "experience" into a tactile, high-stakes deck-builder where every scar and secret carries mechanical weight.
The core loop of I Was a Teenage Exocolonist is deceptively simple: you choose an activity, gain some stats, and perhaps trigger a narrative event. But the friction lies in the opportunity cost. Choosing to study biology might help you solve a future famine, but it means neglecting the defense force while your friends are dying on the ramparts. This isn't "flavor text" decision-making; the game is a masterclass in onboarding friction, slowly escalating the complexity of its card game while simultaneously ratcheting up the emotional stakes.
The Deck as Biography
In most deck-builders, you cull your deck to optimize for "meta" efficiency. In Exocolonist, culling a card is an act of forgetting. Forgetting the time your parents fought, or the time you saw something you shouldn't have in the woods. The cards are color-coded by "suit" (Social, Mental, Physical), and the strategy involves building straights and flushes to meet ever-increasing score thresholds. It’s a clever system because it forces you to reconcile your strategic needs with your narrative identity. Do you keep that high-value "Trauma" card because its score is high, even though it represents a mental scar that hinders your character? This creates a unique tension where your strategic optimization is constantly at odds with your desire for the protagonist’s well-being.
The Loop and the Grind
The game’s time-loop mechanic is its most potent narrative weapon. Your first playthrough is almost guaranteed to be a tragedy. You will be incompetent, you will be late to the scene of a crime, and people you love will die. This is intentional. The loop provides a sense of agency that feels almost god-like in subsequent runs, yet it avoids the "power fantasy" trap by ensuring the world remains indifferent to your interventions. Even with "future knowledge," the colony is a complex system of political and ecological variables. You can save a life, but you might do so at the cost of your soul or your standing in the community. The writing avoids the "lazy AI" habit of binary moral choices, opting instead for a messy, realistic gray area where there are no perfect "good" endings.
Narrative Permutations
The sheer density of the writing is where Exocolonist earns its "Senior Critic" stripes. Most branching narratives feel like a tree where the trunk is identical and only the leaves differ. Here, the roots are different. A choice made at age eleven can radically alter a political coup at age nineteen. The game tracks an incredible number of variables, ensuring that your specific version of the protagonist feels like a bespoke creation. The onboarding into the game's later-stage complexity is smooth, but the emotional payoff is sharp. It’s a rare game that manages to make "high-school drama" feel as high-stakes as "planetary genocide," and it does so by treating both with equal gravity.



