Key art for I'm Making a Monster

Game review

I'm Making a Monster

6.5 / 10

Developer
zorkie studios
Publisher
zorkie studios
Released
5 July 2026
Platforms
Windows, macOS, Linux
Genre
Casual, Indie, Simulation
Monetisation
One-time purchase; no DLC or in-app purchases beyond an optional soundtrack, wallpaper pack and sheet music
Players
Single-player only

The short version

I'm Making a Monster casts the player as a grieving mage-scientist pouring themselves into building a monster while friends repeatedly try to pull them back into the world. Developed and published solo by zorkie studios, it released 5 July 2026 to a "Mostly Positive" reception: 36 positive against 15 negative across the game's full 51-review launch sample, every one of which this review reads in full. Reviewers converge overwhelmingly on the same two things: the watercolour art and score are genuinely beautiful and the writing lands real emotional weight for many players, but an unusually large share of both positive and negative reviews independently flag the same problem — most players finish everything, achievements included, in fifteen to sixty minutes, and the story's key choices resolve into a stark binary that several reviewers say undercuts the nuance grief actually deserves.

Biggest strengths

  • Watercolour art direction that nearly every reviewer, positive or negative, calls beautiful, with several specifically praising how it conveys mood and melancholy without needing dialogue
  • Writing and voice that lands real, specific emotional impact for a large share of the sample, with multiple reviewers describing crying while playing and connecting the story directly to their own experiences of loss
  • A well-regarded, moody original score that reviewers repeatedly single out alongside the art as a genuine highlight, backed by optional sheet music available for purchase

Biggest weaknesses

  • The single most repeated complaint in the sample, raised by a large share of both positive and negative reviewers: total playtime for a full run plus every achievement is commonly between fifteen and sixty minutes, a length several reviewers say doesn't match the asking price
  • Key narrative choices are described repeatedly as a stark binary — reach out to friends or isolate completely — with reviewers saying the game telegraphs which option is "correct" rather than presenting morally nuanced decisions
  • Multiple reviewers, including some who otherwise loved the game, wanted to actually see the finished monster the title centres on, and say the creature itself gets surprisingly little screen time or narrative weight

Who it's for: Fans of very short, art-forward visual novels who want a single emotionally affecting sitting rather than a long game; a poor fit for anyone who wants nuanced branching choices, a longer runtime, or value measured in hours per dollar.

Our recommendation: A genuinely beautiful, emotionally sincere short visual novel about grief, best approached as a half-hour experience rather than a full-priced game — worth it on a sale or for players who specifically want a brief, cathartic cry rather than a long story.

6.5 / 10

Introduction

I'm Making a Monster puts the player in the shoes of a mage-scientist stitching a monster together piece by piece while grieving a loss they can't quite name out loud. Friends keep showing up, gently and then less gently, to pull the protagonist away from the workbench and back into the world. Developed and published solo by zorkie studios, it released 5 July 2026 to a "Mostly Positive" reception: 36 of 51 launch reviews recommend it, every one of which this review reads in full. That's a solid but not overwhelming score, and reading the sample closely shows exactly why — a small, art-forward visual novel that lands hard emotionally for a lot of players while frustrating an unusually vocal minority on length and nuance.

Grief rendered in watercolour

Almost without exception, the sample agrees on the game's presentation. "The art is very very pretty and at times evocative," reads one of the more critical reviews, and even reviewers who go on to list serious complaints rarely have a bad word for the visuals or score. Several describe crying during specific scenes: "I love it! I cried," reads one; another calls it "a truly beautiful exploration of grief," praising how the decisions feel meaningful to the narrative even within a short runtime. One reviewer specifically credits the free standalone prologue with adding context worth experiencing first, calling it "essentially free DLC" for how much depth it lends the full release. The character-creation options draw their own specific praise, with multiple reviewers calling out the game's roster of up to nine selectable pronouns, including neopronouns, as a thoughtful touch that's rarer than it should be in the genre.

A story that ends before it opens up

The sample's dominant complaint isn't about tone or execution so much as scale. "I got all achievements and did 3 runs within 30 minutes," reads one review, a claim echoed almost verbatim by several others reporting completion times between fifteen and sixty minutes including every ending. A cluster of reviewers frame this specifically as a value problem rather than a quality one: "the art is not complex enough to warrant the rest of the price," reads one, and another puts it more bluntly — "this is such a binary choice game... the game reacts as if these choices are all or nothing, not a ton of nuance." Multiple reviewers say they wanted the actual monster of the title to matter more: one notes the creature is never shown in its entirety, appearing only in fragments like an eye or a hand, which several found at odds with a game named directly after it.

Nuance, or the lack of it, as a real critical fault line

A smaller but pointed thread in the negative sample goes further than complaining about length, arguing the game's central metaphor doesn't hold up under scrutiny. One reviewer, writing from experience with autism and introversion, argues the game "undermines the existence of people like me" by treating any preference for solitude as a symptom of despair rather than a valid way some people process loss, adding "you can be open to the world without being a social butterfly." A separate review makes a similar point in gentler terms, saying the story's morality feels "manichean" — you either constantly socialise or fall into complete isolation, with no depicted middle ground. These aren't complaints about bugs or pacing; they're a genuine disagreement with what the game is trying to say, and worth taking as seriously as the length complaints given how specifically several reviewers articulate it.

What the achievement data shows

I'm Making a Monster tracks six achievements, and the spread lines up closely with what the review sample describes: a short game with a handful of branching endings rather than a long content tail. Meeting a key friend character sits at 89.5%, and completing a monster run sits at 85.2% — both consistent with reviewers' reports that finishing the game at all takes well under an hour. From there, the numbers split roughly along the story's two major paths: one ending-related achievement sits at 70.8%, a therapy-route achievement at 64.3%, and the two least-common outcomes — abandoning the monster and a specific worst-ending achievement — sit at 41.6% and 39.2%. That's a shape typical of a short branching narrative where nearly everyone reaches at least one ending and a meaningful minority goes back to see the others, rather than a game with hidden long-tail content most players never touch.

Value

At NZ$12.48 with no DLC beyond an optional soundtrack, wallpaper pack and sheet music, I'm Making a Monster asks a price that a large share of its own reviewers say doesn't match a runtime commonly reported at well under an hour for a full playthrough plus every ending. "At $3-5 I would absolutely say give this game a try," reads one representative review, "but even getting it on sale for about [more]... I don't think it's quite worth it." That's a fair characterisation of the sample as a whole: the quality of what's here isn't in serious dispute, but its price is calibrated for a longer experience than most players actually get.

Final Verdict

I'm Making a Monster is a sincere, beautifully rendered short story about grief, friendship, and the temptation to disappear into a single obsessive project rather than face loss directly. Its watercolour art, score, and inclusive character options earn real, consistent praise across almost the entire review sample. Where it struggles is scale and nuance: a runtime measured in minutes rather than hours, a binary moral framing that a meaningful slice of reviewers find genuinely dismissive of quieter ways to grieve, and a title creature that never gets the screen time its name promises. For players who want a brief, emotionally honest visual novel and are comfortable pricing that experience on its own terms, it delivers; for anyone counting cost per hour, it's a harder sell.

Pros and cons

Pros

  • Watercolour art direction that nearly every reviewer, positive or negative, calls beautiful, with several specifically praising how it conveys mood and melancholy without needing dialogue
  • Writing and voice that lands real, specific emotional impact for a large share of the sample, with multiple reviewers describing crying while playing and connecting the story directly to their own experiences of loss
  • A well-regarded, moody original score that reviewers repeatedly single out alongside the art as a genuine highlight, backed by optional sheet music available for purchase
  • Extensive pronoun customisation, offering up to nine options including neopronouns, drawing specific praise from multiple reviewers as thoughtful, uncommon inclusivity
  • A free standalone prologue available on Steam that several reviewers recommend playing first, describing it as adding worthwhile context to the full game

Cons

  • The single most repeated complaint in the sample, raised by a large share of both positive and negative reviewers: total playtime for a full run plus every achievement is commonly between fifteen and sixty minutes, a length several reviewers say doesn't match the asking price
  • Key narrative choices are described repeatedly as a stark binary — reach out to friends or isolate completely — with reviewers saying the game telegraphs which option is "correct" rather than presenting morally nuanced decisions
  • Multiple reviewers, including some who otherwise loved the game, wanted to actually see the finished monster the title centres on, and say the creature itself gets surprisingly little screen time or narrative weight
  • At least one reviewer with lived experience of autism and introversion argues the game's binary framing of social withdrawal as pure despair feels dismissive of quieter, non-social ways of coping and healing
  • A one-off but serious technical complaint: a single reviewer reports a graphics driver crash during a play session, though no other reviewer in the sample describes a similar problem

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 5 / 10
  • Visuals 8.5 / 10
  • Sound 7.5 / 10
  • Value 4.5 / 10
  • Originality 7 / 10
  • Replayability 5 / 10
  • Story 8 / 10