Game review

Coming Out Simulator 2014

8 / 10

Developer
Nicky Case
Publisher
Nicky Case (self-published, itch.io / ncase.me)
Released
30 June 2014
Platforms
Web browser (desktop and mobile)
Genre
Interactive fiction / narrative
Monetisation
Free, open source (public domain), no ads and no in-game purchases
Players
Single-player only

The short version

Coming Out Simulator 2014 has almost no mechanics — it is tap to read, tap to choose, repeated for about twenty minutes — and it is one of the better-written pieces of interactive fiction this shelf will carry precisely because it does that one thing with real discipline. Dozens of small choices, from which lie you tell your boyfriend to how you answer your mother's crying, get quietly remembered and reshape entire scenes an act later, not just the next line of dialogue. What it doesn't have is anything resembling traditional gameplay, and its insistence on showing you all three of its alternate epilogues back to back undercuts the one ending you actually earned.

Biggest strengths

  • Dozens of small tracked choices — what you tell your boyfriend, how you answer your mother's tears, who you blame afterward — reshape entire later scenes rather than just flavouring the current line, confirmed by playing two divergent paths to completion and watching completely different option sets appear in the final act
  • The dialogue is sharp and specific in a way most jam-length narrative games never manage: cruelty reads as cruelty rather than caricature, and small details the game remembers (a running joke, a lie told earlier in the same dinner) resurface accurately scenes later
  • Tap-to-advance and tap-to-choose is the entire interface, so the build hosted here plays identically well on a phone and a desktop pointer — verified with real touchscreen taps across several different choice-menu layouts, not just the presence of touch handlers

Biggest weaknesses

  • There is no gameplay pressure of any kind — no failure state, no timer, no resource to manage — so judged as a "game" in the mechanical sense there is very little under the writing
  • The epilogue insists on walking you through all three alternate "what really happened next" stories in one sitting regardless of what you pick, which dilutes the single narrative you actually built instead of rewarding it — a complaint Eurogamer made at launch that still holds
  • On a desktop browser the game never grows past a fixed, roughly phone-sized box surrounded by black bars — it was clearly rebuilt mobile-first, and the desktop presentation is an afterthought

Who it's for: Anyone who wants proof that a branching conversation can be genuinely well-written and mechanically reactive without a single traditional game system attached to it

Our recommendation: Play it once, in one sitting, on whichever device is in your hand — it costs twenty minutes and nothing else, and the touch build on this shelf is the same game the author built for phones in the first place

8 / 10

Coming Out Simulator 2014 spends its entire runtime doing one thing: making a single tap carry weight. There is no combat, no puzzle, no timer — every interaction is either "read the next line" or "pick which sentence you are about to have said out loud to your mother." That sounds like the setup for a slight game, and for its first few minutes it plays like one: a cartoon version of the author, Nicky Case, sips coffee and narrates from five years in the future, cracking jokes about game jams and unicorns. Then dinner starts, and the game spends the next fifteen minutes proving that a branching conversation, written and tracked carefully enough, can apply real pressure without a single mechanic that would show up on a storefront tag list.

The premise is autobiographical: you play a fictionalised version of Case at seventeen, on the night they came out to their parents, rebuilt from dialogue the author says was actually said and dialogue that could have been. It made the rounds in 2014 as one of that year's better game-jam entries — built in two weeks for the Nar8 jam, which explicitly asks for experimental narrative work — and went on to a 2015 IGF finalist slot for Excellence in Narrative. None of that is why it earns its score here. It earns it because the writing is genuinely good and the branching is genuinely load-bearing, which is a rarer combination than either quality on its own.

A conversation that remembers everything

Under the hood this is a straightforward state machine: a global object tracks a few dozen flags — what you told your boyfriend Jack, whether you called yourself bisexual or "confused" or just "your son," who you blamed once things went wrong, whether you cried out of fear or mocked your mother's own crying — and later scenes branch on all of it. This isn't decoration. Two full playthroughs, taken deliberately down opposite forks at the dinner table, arrive at the following act with entirely different sets of choices on offer: pick the confrontational path and the next scene's options are about a father who now knows exactly what happened and has grounded you for it; pick the conciliatory path and the same scene instead offers reasons an oblivious father is still being kept in the dark. That's not a different line of flavour text — it's a different menu, built from a decision made a full scene earlier. The dinner conversation itself does the same thing at a smaller scale throughout: mention a lie you told ten lines ago and a parent calls it out by name; pick "we're just friends" once too often and the game remembers you said the opposite earlier and confronts you with it.

The prose carries its own weight, too. The father delivers casual, extremely specific cruelty with a "Haha!" tacked onto the end of nearly every line, which reads exactly as it's meant to — as a coping tic that makes the cruelty land harder, not softer. The mother's crying comes in cycles of manipulation and real hurt that the game refuses to fully separate for you. None of it plays as caricature; it plays as a family the author clearly knew in specific, uncomfortable detail, which is the entire difference between "issue game" and a piece of writing that happens to be about an issue.

The interface is the whole game, and it's built correctly

Every action in Coming Out Simulator 2014 is a tap: advance a line, or pick one of one to three options from a menu that fades in at the bottom of the screen. That is about as favourable a starting position as a game can have for this shelf's phone requirement, and the build hosted here — the author's own dedicated mobile port, not the original desktop-only jam build — earns it. Testing with real touchscreen taps (not synthesised mouse clicks) confirmed the choice menu selects correctly whichever of its one to three positions you tap, on a fresh main-menu screen and again several scenes later once the vertical layout has shifted; tapping the screen before a choice has actually rendered is safely absorbed as a "skip ahead" rather than causing a misfire. There is no drag, no precision cursor work, and no hover-only state gating anything a player needs to do. Nothing about this game asks for a mouse.

The one place this doesn't extend is the desktop window itself: the game renders in a fixed box a little larger than a phone screen and never grows to fill a bigger viewport, so a desktop visitor gets the same content inside a small, letterboxed rectangle. That's a legitimate, minor knock against the desktop experience, not the touch one — nothing is broken or unplayable, it's simply built for the smaller screen and left there.

The epilogue oversells its own branching

The one structural decision that works against the writing is the ending. After the dinner concludes and you talk it over with Jack, the game insists on narrating all three of its alternate "what happened after that" epilogues — a flippant lie, a plausible half-truth, and the straight truth — back to back, regardless of which choices you actually made getting there. It's a clever formal idea on paper (three tones for a story about half-truths) and it does let you see craft you'd otherwise miss. In practice it means the one ending you built through an hour of specific decisions gets immediately followed by two more that didn't happen, which flattens the impact of the one that did. Eurogamer made the same complaint when the game first shipped in 2014, and replaying it now, in both of the divergent paths tested for this review, it still reads as the writing briefly overriding its own reactive structure rather than trusting it.

Verdict

Eight out of ten. Coming Out Simulator 2014 has almost no traditional game in it, and that's a fair, honest limitation to weigh against everything else it does — this is closer to a short piece of interactive fiction than to anything with a skill curve, and anyone coming to this shelf for a "game" in the stricter sense should know that going in. What it does instead, it does with real craft: writing specific enough to avoid every trap that subject matter like this usually falls into, and a branching structure that is quietly, verifiably consequential rather than decorative. Paired with a touch interface that was clearly built for a phone first and works exactly as advertised, that's enough to make it a genuine recommendation — not because of what it represents, but because it's twenty minutes of well-made interactive writing that happens to be free, public domain, and already proven itself to a large audience well beyond this shelf.

Playtesting, licence verification and community-reception figures checked 7 September 2026.

Pros and cons

Pros

  • Dozens of small tracked choices — what you tell your boyfriend, how you answer your mother's tears, who you blame afterward — reshape entire later scenes rather than just flavouring the current line, confirmed by playing two divergent paths to completion and watching completely different option sets appear in the final act
  • The dialogue is sharp and specific in a way most jam-length narrative games never manage: cruelty reads as cruelty rather than caricature, and small details the game remembers (a running joke, a lie told earlier in the same dinner) resurface accurately scenes later
  • Tap-to-advance and tap-to-choose is the entire interface, so the build hosted here plays identically well on a phone and a desktop pointer — verified with real touchscreen taps across several different choice-menu layouts, not just the presence of touch handlers
  • Completely free and public domain (Unlicense/CC0) down to its FreeSound audio, with no ads, no analytics and no monetisation of any kind, and the game says so honestly in its own credits
  • A 2015 IGF finalist for Excellence in Narrative, with a large and durable itch.io audience — 4.7 out of 5 from roughly 2,950 ratings — so its reputation isn't festival buzz that faded

Cons

  • There is no gameplay pressure of any kind — no failure state, no timer, no resource to manage — so judged as a "game" in the mechanical sense there is very little under the writing
  • The epilogue insists on walking you through all three alternate "what really happened next" stories in one sitting regardless of what you pick, which dilutes the single narrative you actually built instead of rewarding it — a complaint Eurogamer made at launch that still holds
  • On a desktop browser the game never grows past a fixed, roughly phone-sized box surrounded by black bars — it was clearly rebuilt mobile-first, and the desktop presentation is an afterthought
  • Visual presentation is a small set of flat, static character poses reused throughout; expressive enough for the tone, but it never does storytelling work the text isn't already doing
  • A single playthrough runs about twenty minutes, and the weakest stretch is the very end, where three near-identical "post-coming-out" epilogues play back to back with little new to say

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Visuals 6.5 / 10
  • Value 8.5 / 10
  • Originality 8 / 10
  • Replayability 8 / 10
  • Story 9 / 10