Overview
Gaming has spent decades casting players as monster hunters, soldiers, and dragon slayers, but NUTS asks for something far more elusive: the truth behind a squirrel’s nut-hiding habits. Developed by Joon, Pol, Muutsch, Char & Torfi and published by Noodlecake, this first-person mystery—released February 4, 2021 on Steam and Nintendo Switch for $24.99—is less about the “thrill of the chase” and more about the monotony of discovery. You are a rookie field researcher, dispatched by Viago University to the remote Melmoth Forest. Your equipment is retro, your caravan is cramped, and your only contact with the outside world is via a crackling telephone line.
Positioned in the growing niche of “investigative procedurals”—sitting alongside titles like Return of the Obra Dinn or Her Story—NUTS distinguishes itself through its tactile, physical interaction with the world. Instead of clicking on clues, you drag heavy tripods through the underbrush, angle lenses, and hit “record” on a VCR. With the market flooded by “cozy” games and hyper-violent shooters, this surveillance thriller works as a palette cleanser. It’s a game that respects the player’s patience, demanding a level of spatial awareness and deductive reasoning that modern “waypoint-chasing” titles have largely abandoned. While the premise sounds like a dry ecological simulation, the narrative scaffolding reveals a darker undercurrent. What starts as a simple survey of the local fauna spirals into a commentary on corporate encroachment and environmental ethics. It is a compact, focused experience that turns the mundane act of wildlife observation into a psychological drama.
Key features
- The Surveillance Loop: A rigid day/night cycle where you spend your sunlight hours positioning gear in the field and your nights scrubbing through lo-fi footage to track squirrel movement.
- Chromatic Art Direction: A minimalist visual style that utilizes high-contrast color palettes to define different regions of the forest, creating a dreamlike, almost infrared aesthetic.
- Tactile Investigation: Hardware-focused gameplay where you interact with monitors, printers, and cameras, emphasizing the “manual” nature of 1990s-era field research.
Analysis
The core of NUTS isn’t the squirrels; it’s the feedback loop of failure and adjustment. Every morning, you set out from your caravan with three cameras. You place them based on a tip or a previous night’s observation. You go back, you sleep, and you watch the tapes. Most of the time, you see nothing. Or you see the tail of a squirrel disappearing behind a tree. This is where the design works. It forces you to think like a tracker. Was the camera too low? Would the microphone have been better placed by that fallen log?
The Mechanics of Voyeurism
The gameplay is built on spatial puzzling. You are essentially trying to map a 3D path through a 2D screen. The design is structured so that catching a pivotal frame—a squirrel entering a hidden hollow or interacting with an anomalous object—lands as a genuine “Eureka” moment, one not handed over by an in-game hint system but earned through iterative experimentation. The interface is intentionally clunky in a way that feels authentic to the period. Printing out a still frame to fax to your boss feels meaningful because it requires physical steps. There is no “instant upload” here.
Narrative Tension and Isolation
As you progress, the tone shifts. The phone calls from your supervisor, Nina, begin to feel less like academic guidance and more like a lifeline in an increasingly hostile environment. The forest, though vibrantly colored, is designed to feel liminal and lonely. The sound design does much of this work: the crunch of footsteps on dry leaves and the distant, distorted chatter of squirrels build an atmosphere of “passive paranoia”—the sense that you may not be the only one doing the watching.
The narrative concludes with a sharpness that reads as abrupt, but the abruptness serves the theme. It’s a story about observation without intervention, and the ending reflects the frustration of being a witness to a machine that is already in motion. However, the “walking simulator” elements do occasionally grate. The movement speed is deliberate, and while this adds to the realism of trekking through a forest, the lack of a robust fast-travel or a more efficient way to reposition gear means a simple mistake in camera placement can lead to long stretches of repetitive backtracking. It’s a friction point that feels less like a design choice and more like a pacing hurdle.
Interface as Character
Your caravan functions as a character in its own right. It is a hub of cluttered functionality. Every monitor, cable, and post-it note contributes to the sense of being a lone researcher on the edge of something massive. The onboarding is handled well; it teaches you to use the equipment through direct tasks rather than tutorials, respecting the player’s intelligence from the first frame.
Visuals & performance
Visually, NUTS is a strong example of stylized restraint. By stripping away textures and focusing on bold, shifting color schemes—pinks, teals, oranges, and deep blues—the developers have created a world that is easy to read but hard to forget. The choice serves the gameplay directly. The high contrast makes tracking a small, moving object (the squirrel) feasible within a complex forest environment. A game of this visual scope is also light on hardware demands, which suits its modest ambitions. The UI is integrated directly into the world, maintaining immersion throughout.
Platform nuances
On Steam, the precision of mouse-driven camera placement is a natural fit for the game’s fine-tuning of tilt and zoom on surveillance gear. On the Nintendo Switch, portability suits the “short burst” nature of the day/night cycles. There is a trade-off in control fidelity, though: navigating the caravan’s monitors with an analog stick is inherently less precise than a mouse. The art style, meanwhile, is the kind of bold, flat-color work that should translate well to a handheld screen.
Final verdict
NUTS is an indie game that identifies a singular, odd mechanic and executes it with focus. It makes the act of “waiting for something to happen” feel like a thriller, which is no small feat. Its pacing issues, brief length, and abrupt ending are real flaws that matter, and they keep it from broader appeal. We recommend it to the right audience: anyone interested in how games can use limited perspectives to tell expansive stories. It’s smart, it’s stylish, and it’s deeply, wonderfully weird.
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