Orwell: Keeping an Eye On You

The Banality of Digital Evil

Adventure gameiOSSteamSwitch$9.99

Reviewed by the Rankeno Strategy & Sim DeskUpdated Oct 2026

Orwell: Keeping an Eye On You is an Adventure game for iOS, Steam and Nintendo Switch. It's a sharp, thought-provoking work with real reservations about repetition and linearity — clearly recommended, with caveats. It scores 8.5 out of 10 — Great.

8.5Great#124 of 597 Adventure games

How it scored How we score

  • Design9.0
  • Innovation8.5
  • Value8.0
  • Utility8.5

In one line

Orwell turns the player into a cog in the surveillance state, delivering a chilling interactive narrative that interrogates the nature of truth in the digital age.

Released Mar 31, 2020

The verdict

It’s a sharp, thought-provoking work with real reservations about repetition and linearity — clearly recommended, with caveats.

What we liked

  • A brilliant and timely narrative on surveillance.
  • The "datachunk" mechanic is an innovative core concept.
  • Accomplished use of a diegetic interface for immersion.

What could be better

  • Gameplay loop can feel repetitive to some.
  • The story is linear, with branches, but one main path.
  • Requires significant reading and attention to detail.

Is it for you?

Best for

  • Fans of narrative-driven games and interactive fiction.
  • Players who enjoy mysteries and detective work.
  • Anyone interested in the social and ethical implications of technology and privacy.

More reviewed in Adventure

Overview

In the crowded market of indie games vying for attention, it’s rare for a title to feel not just entertaining, but genuinely important. Orwell: Keeping an Eye On You is one of those rare birds. Arriving at a time when the debate over digital privacy and government oversight has never been more fevered, this is less a game and more a playable thought experiment. It posits a near-future where a terrorist attack has greenlit the Orwell program, a sophisticated surveillance system capable of pulling the entire digital life of any citizen into a single interface. The twist? The system needs a human touch—your touch—to parse the data and decide what’s relevant.

You are cast as that human investigator, the first of your kind, sitting at a terminal, tasked with sifting through a mountain of private messages, phone records, blog posts, and medical files. Your job is to find the perpetrators of a bombing in the fictional city of Bonton. But your function is to feed the machine. You select fragments of information—a “datachunk” in the game’s parlance—and upload them to the Orwell system. These uploads become immutable facts, the basis upon which security forces act, and the lens through which the state views its citizens. The game doesn’t ask you to be a detective in the traditional sense; it asks you to be a bureaucrat of information, and in doing so, it exposes the terrifying simplicity of how context can be stripped away, and how narratives can be constructed to condemn or exonerate. It’s a stark, unsettling look at the power we’ve handed to the unseen arbiters of our digital identities.

Key features

  • The Orwell System: The core of the game is its diegetic interface. You are not playing a character; you are operating a piece of software. This system is your window into the lives of your targets, presenting their web pages, private chats, and computer files for your perusal.
  • Datachunk Selection: This is the central mechanic. As you read, you’ll identify key pieces of information—a name, a location, a conflicting statement. You choose which of these datachunks to drag and drop into the system. This action is permanent and directly influences the investigation’s path and the fates of the people you are watching.
  • Branching Narrative: Your choices have immediate and significant consequences. Uploading a piece of data that suggests a character has radical sympathies will cause the authorities to treat them more aggressively. Holding back information can protect someone, but it might also mean you miss a critical lead. The story dynamically shifts based on the profile you build for each suspect.

Analysis

Orwell lives and dies by its core gameplay loop, and it is a thing of brilliant, unnerving design. The experience is one of pure information arbitrage. An episode begins, and you are given a new target, a person of interest. You gain access to a handful of sources: a social media profile, a news site they commented on, perhaps their employer’s website. You read. You absorb their digital footprint. Then, you start feeding the beast.

The Operator’s Dilemma

The real strength of Orwell is how it makes the player complicit. The primary interaction is not shooting or jumping, but the deliberate act of selecting a sentence and dragging it into a database. This simple mouse gesture becomes freighted with immense weight. You find a private chat where a young woman jokes about “starting a revolution.” Do you upload it? In the context of her conversation, it’s clearly hyperbole. Stripped of that context and placed in a government dossier, it becomes a threat. You discover a man has a criminal record for a minor offense years ago. The system flags this as a “conflict” with his public image as a community leader. Do you upload the conflict? It’s technically true, but is it relevant? Or is it character assassination?

The game pushes you into a state of constant, low-grade ethical panic. Your advisor, a senior Orwell official named Symes, encourages you to upload everything, to let the system sort it out. His voice is a reassuring, professional drone in your ear, normalizing the intrusive work you’re doing. This creates a powerful tension between human instinct—which recognizes nuance, sarcasm, and privacy—and the cold, binary logic of the system you serve. The game is a study in showing, not telling. It doesn’t lecture you about the dangers of surveillance; it makes you the danger.

Narrative by Datachunk

The story itself, a tale of activists, journalists, and secrets, is a well-paced thriller. But its delivery mechanism is what sets it apart. The entire narrative is constructed from the very datachunks you choose. The people you investigate are not characters you meet, but collections of data points you assemble. Their personalities, motives, and guilt are products of your editorial choices. This has a profound effect on the experience: a strange blend of power and detachment, like being a god and a stenographer all at once. Across its five episodes, the web of connections on offer is designed to feel like the player’s own creation, with the consequences of surveillance—be they arrests, public shamings, or worse—landing squarely on the player’s shoulders.

The loop can feel repetitive. You read, you drag, you drop. Yet, this repetition is thematic. It is the banal, bureaucratic nature of modern evil. You aren’t kicking down doors; you’re clicking a mouse, ruining a life from the sterile comfort of your terminal.

Visuals & performance

There is no “world” in Orwell outside of the computer interface. The aesthetic is clean, clinical, and perfectly suited to the game’s theme. It is an accomplished piece of diegetic design. The UI is the game. Everything from the boot-up sequence of the Orwell OS to the layout of a target’s personal webpage feels authentic. This isn’t a flashy game, nor should it be. Its power lies in its simulation of a plausible government desktop, and in this, it succeeds. As a primarily text and 2D-interface-driven game, it is also light on hardware by design.

Platform nuances

Built around mouse and keyboard, the experience is designed to feel disturbingly natural. The act of clicking on a link, scrolling through a page, highlighting text, and dragging it to a different part of the screen is second nature to any computer user. This familiarity is precisely what makes it so effective. The mouse is your tool of investigation and your weapon. The physical action of dragging a piece of someone’s private life into a government file is a tactile, deliberate gesture that a controller or touch screen could not replicate with the same chilling finality. This is a game born from and best suited to the PC platform.

Final verdict

Orwell: Keeping an Eye On You is not a game to play for escapism. It’s a game to play to confront an uncomfortable reality. It’s a sharp, intelligent, and deeply unsettling experience that holds a mirror up to the surveillance society we are actively building. While its mechanics are simple, their narrative and ethical implications are profound, even if the repetition and largely linear structure keep it from greatness. This is a vital, thought-provoking piece of work and a standout indie title. It’s a stark reminder that in the digital age, truth is not found, but constructed. And you are the architect.

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

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Store facts (checked Oct 2026)

Store ratings
8,970

Quick facts

Publisher
Daedalic Entertainment
Released
Mar 31, 2020
Price
$9.99
Genres
Adventure, Indie, Simulation
Age rating
12+
Store rating
4.8 ★ · 72 ratings
Metacritic
77

Questions about Orwell: Keeping an Eye On You

Is Orwell: Keeping an Eye On You worth it?

Orwell: Keeping an Eye On You is not a game to play for escapism. Our editors scored Orwell: Keeping an Eye On You 8.5 out of 10, which puts it in our Great band.

Why does Orwell: Keeping an Eye On You score 8.5 out of 10?

With a score of 8.5 out of 10, Orwell: Keeping an Eye On You lands in our Great band. Design is its strongest category at 9.0 out of 10. Value is the weakest at 8.0.

What do our editors like most about Orwell: Keeping an Eye On You?

A brilliant and timely narrative on surveillance. The "datachunk" mechanic is an innovative core concept.

What do our editors say is Orwell: Keeping an Eye On You's biggest weakness?

Gameplay loop can feel repetitive to some. The story is linear, with branches, but one main path.

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