Game review
Fishbowl
6.7 / 10
- Developer
- imissmyfriends.studio
- Publisher
- imissmyfriends.studio, Wholesome Games Presents
- Released
- 2 April 2026
- Platforms
- Windows, macOS
- Genre
- Narrative Life-Sim RPG
- Monetisation
- One-time premium purchase (NZ$14.75), no in-app purchases
- Players
- Single-player only
The short version
Fishbowl is imissmyfriends.studio's visual-novel life-sim about Alo, a twenty-one-year-old grieving her grandmother while starting her first job and living alone for the first time, with a magical talking fish as her only real confidant. This review's research found a Very Positive reception (86 of 92 English reviews positive) built almost entirely on how directly and honestly the game handles grief, isolation, and adulthood — reviewers repeatedly described crying, feeling seen, and relating to Alo's specific circumstances. The clear, recurring drag on that reception is the game's actual gameplay loop: a repeating daily cycle of chores and minigames that a significant minority of reviewers, across independent reviews, described in almost the same words as becoming so repetitive they started skipping content just to reach the end.
Biggest strengths
- This review's research found overwhelming, specific praise for how the game depicts grief, isolation, and the transition into adulthood, with multiple reviewers describing it as one of the few games to make them cry
- The pixel-art presentation and character design draw consistent praise, including from reviewers who otherwise found the game boring
- This review's research found the developer credited an accessibility consultant, and multiple accessibility options (including a toggle for screen glitch/shake effects) are confirmed present
Biggest weaknesses
- This review's research found a specific, repeated complaint recurring across multiple independent reviewers in nearly identical terms — the daily chore-and-minigame loop stays functionally the same for the entire game, leading several reviewers to skip content just to finish
- At least one reviewer flagged that the screen-effects accessibility toggle does not also disable matching visual glitch effects applied to on-screen text, a specific and checkable gap
- The main story is linear with limited player agency, which this review's research found some reviewers wanted more of given how much weight the narrative carries
Who it's for: Players drawn to narrative-first, emotionally heavy life-sims in the vein of Coffee Talk or Unpacking, who are comfortable with a game centred on grief and don't need mechanical depth to stay engaged for its four-to-twelve-hour length.
Our recommendation: Worth playing for the story alone if grief-focused narrative games appeal, but this review's research found the daily-loop repetition frequent and specific enough a complaint that players who need varied moment-to-moment gameplay to stay engaged should try the free demo first.
6.7 / 10
Alo is twenty-one, freshly employed as a video editor, and living alone for the first time — not entirely by choice, but because her grandmother has just died and grief has pushed her out into the world before she feels ready. Fishbowl hands the player her first month in that new city: waking up, making coffee, going to work, and talking to Paplet, a magical talking fish left over from her childhood who becomes her only real confidant. This review's research found a Very Positive reception (86 of 92 English reviews positive) that is almost entirely a response to how well that grief story lands, sitting alongside a real, specific, and frequently repeated complaint about the game underneath it.
A story reviewers describe crying to
The single clearest pattern in this review's research is the intensity and specificity of reviewers' emotional responses. Multiple reviewers independently said Fishbowl was the first game in years, in one case a decade, to make them cry. One described it as "gently" reopening old wounds without ever feeling overwhelming; another, working through the recent death of a partner, said the game's depiction of grief's "ups and downs" and constant self-doubt "made me feel so seen." This isn't vague praise for a "moving" story — reviewers consistently point to specific, concrete details (small daily rituals, family texts, the guilt of not having done more) as the source of that connection, which is the strongest kind of evidence this review's research can point to for a narrative game's actual emotional craft.
The same complaint, recurring almost verbatim
Set against that praise is a complaint this review's research found repeated by independent reviewers in strikingly similar language. One detailed review described the gameplay loop as "quite literally the same for WAAAAY too long," reaching a point of "just skipping the chores because they literally felt like chores." Another reviewer, separately, listed out the identical daily sequence — wake up, brush teeth, coffee, editing work, sleep, repeat — as evidence the four-minute trailer contained essentially the entire moment-to-moment game. A third called the same loop "extremely boring" without elaboration. Three independent reviewers landing on the same specific structural complaint, in similar terms, is meaningfully stronger evidence than an isolated bad take, and it's worth reporting as the central tension in the game rather than a minor footnote to the otherwise glowing praise.
Reviewers who didn't mind the repetition
It's worth reporting the other side of that split honestly too: several reviewers explicitly pre-empted the repetition complaint and said it didn't bother them. One said they "love life sims so doing daily activities in a game is already something I enjoy," directly naming the criticism before setting it aside. Others simply didn't mention pacing as an issue at all across reviews well over ten hours long. This review's research reads the split as genuine rather than contradictory — Fishbowl's loop really is repetitive by design, and whether that reads as "meditative" or "tedious" depends heavily on a player's existing appetite for slow, chore-based life-sims.
A visible accessibility effort, with one gap
This review's research found the developer credited an accessibility consultant, and Steam's listing confirms configurable accessibility options exist, including a toggle for the screen's glitch and shake visual effects used during the game's more intense emotional beats. One detailed reviewer who praised that inclusion also flagged a specific, checkable gap: turning off the screen-wide glitch effect doesn't also disable a matching glitch/shake effect applied specifically to on-screen text, leaving a narrower but still real accessibility issue unaddressed as of this review's research.
A four-year visible path to release
The Steam events history for Fishbowl runs back to May 2023, tracking a genuinely public four-year development: demo releases, a Steam Next Fest appearance, showings at BitSummit, Gamescom, and the Game Devs of Color Expo, and a mid-2025 deal bringing it under the Wholesome Games Presents banner ahead of an April 2026 launch. That's a meaningfully longer and more visible runway than most games this lane has covered, and it's consistent with the polish reviewers describe in the game's art, music, and central writing, even where they found the mechanical loop underneath it thin.
What the achievement list confirms about the loop
Steam's achievement data offers an independent way to check the repetition complaint rather than just take reviewers' word for it, and it corroborates their account directly. Nearly a third of Fishbowl's 29 achievements are named for individual daily actions — "hydrated," "firstcoffee," "laundry," "mop," "gotpackages" — the exact chore list reviewers describe repeating. Unlike the steep completion cliffs this lane usually finds on longer RPGs, Fishbowl's achievement curve tapers relatively gently, from roughly 82% for an early routine task down to single digits for a handful of hidden or missable story beats. That gentler taper is itself useful evidence: it suggests most players who buy Fishbowl do see it through to the end, which is consistent with reviewers who found the story compelling enough to push past the loop's repetition rather than abandoning the game outright, even when they complained about it on the way.
Where it lands
Fishbowl is, by this review's research, a game whose two halves pull in genuinely different directions: a narrative core reviewers describe as some of the most honest, specific writing about grief they've encountered in a game, wrapped around a daily-task loop several independent reviewers describe abandoning engagement with well before the credits. Neither side cancels the other out. For players who come to slow, chore-based life-sims already willing to sit inside repetition, this review's research suggests the story more than earns that patience. For players who need the moment-to-moment gameplay itself to carry interest, the free demo is worth trying before buying, since the loop shown in the first hour is, by multiple independent accounts, close to the whole game.
Pros and cons
Pros
- This review's research found overwhelming, specific praise for how the game depicts grief, isolation, and the transition into adulthood, with multiple reviewers describing it as one of the few games to make them cry
- The pixel-art presentation and character design draw consistent praise, including from reviewers who otherwise found the game boring
- This review's research found the developer credited an accessibility consultant, and multiple accessibility options (including a toggle for screen glitch/shake effects) are confirmed present
- A four-year public development history, tracked from a 2023 Steam page through demos, festival showings, and a Wholesome Games Presents deal, shows sustained care behind the release rather than a rushed project
Cons
- This review's research found a specific, repeated complaint recurring across multiple independent reviewers in nearly identical terms — the daily chore-and-minigame loop stays functionally the same for the entire game, leading several reviewers to skip content just to finish
- At least one reviewer flagged that the screen-effects accessibility toggle does not also disable matching visual glitch effects applied to on-screen text, a specific and checkable gap
- The main story is linear with limited player agency, which this review's research found some reviewers wanted more of given how much weight the narrative carries
- Secondary characters drew criticism from at least one detailed reviewer as thin compared to the strength of the central relationship and story