Game review
Out of Water Review
7.8 / 10
- Developer
- lapys games
- Publisher
- lapys games
- Released
- 1 September 2026
- Platforms
- ["Windows", "macOS", "Linux"]
- Genre
- Adventure
A Germanic Village, a Long Winter, and Something Wrong in the Woods
Out of Water opens gently: Watarholt, a northern Germanic village, is finishing its harvest and settling in for winter. Then the water starts turning against the people who depend on it, the woods grow hostile, and the player — cast as someone the village increasingly turns to for answers — has to decide how to respond to grief, fear, and a mounting supernatural threat using nothing but conversation, trust, and choice. It's a visual novel in structure, built almost entirely on dialogue and relationship management rather than any combat or puzzle system, and reviewers have responded warmly: 9 of 10 English-language reviews are positive, matching the wider all-language pool at 9 of 10 (90%).
Solo-attributed studio lapys games spent roughly two years on the project, according to the developer's own release-announcement post, and that time shows in a level of narrative and historical texture unusual for a $12.99 indie visual novel. One reviewer specifically praised the worldbuilding: "I felt as if I was really there in an olden Germanic village, faced with the daily reality of struggle and being at nature's mercy." A public developer diary detailed research into burial customs from the era the game draws on, and that grounded, historically-referenced approach to folklore is a throughline reviewers keep coming back to.
Three Routes, and Choices That Genuinely Diverge
Structurally, Out of Water branches around three named characters — Basi, Ansgar, and Harik — each anchoring an independent route with its own unique endings and exclusive CG artwork, and each representing a different way of confronting Watarholt's crisis: Basi's route leans into the mystical and supernatural with a trip into "the spirit realm," Ansgar's route is action-and-hunting focused, chasing the threat through haunted forests, and Harik's route plays as a grounded investigation into the village's darkest secrets. Romance is available along each path but explicitly optional, and reviewers describe the resulting variety as a genuine reason to replay rather than a token branching illusion: "It's really well written and offers you 3 main routes with various interesting ways to die and end the game early... I recommend playing it multiple times to collect them all."
A choice-permanence option at the start of the game is one of the more distinctive design touches reviewers flagged: players can opt to let dialogue choices be freely revisited, or lock them in permanently with only limited rollback, raising the stakes of every decision for players who want them to matter. "Such a nice touch!" one reviewer wrote of the option, noting they specifically chose the harder, irreversible mode for a more intense playthrough.
Hand-Drawn Art Carrying an Uncommonly Dark Story
Nearly every review leads with the art, and for good reason — Watarholt's cast is rendered in a distinctive hand-drawn style, with named secondary characters given their own unique sprites rather than being generic reused shadows, a detail one reviewer called out specifically as elevating the world beyond the three main leads. Full-screen CG artwork marks key story beats, and the game ships with a free 45-page artbook containing exclusive illustrations, development sketches, and developer commentary — explicitly gated behind finishing the game to avoid spoiling it.
Prospective buyers should know upfront that Out of Water is not a cozy village-life game despite its opening. Steam's own content descriptors flag violence, death (including the death of a child), grief, disturbing horror and supernatural imagery, and optional romantic content that includes suggestive dialogue and implied intimacy without explicit depiction. Reviewers who engaged with the horror threads describe the tonal shift as effective rather than gratuitous — the single negative review in the pool took no issue with content, calling the art good but the story "quite boring," an outlier take against a pool that otherwise consistently praises the pacing and twists.
A Two-Year Solo Project That Delivered On Schedule
lapys games ran a visible, disciplined pre-launch cycle: public dev diaries tracked script progress (hitting the 50% mark by spring 2026), historical research methodology, and route-by-route completion announcements for each of the three named characters across the weeks before launch, culminating in a "ready for release" post confirming Steam's review had been passed with the September 1 date locked in. Several reviewers mention having played pre-release demo or beta builds and returning for the full release specifically because those earlier tastes hooked them, a strong signal for a narrative-driven indie title relying on word of mouth rather than a marketing budget.
The tradeoffs are the ones inherent to the genre and format: this is a reading-and-choosing experience with no combat, exploration, or puzzle systems to speak of, so players looking for mechanical gameplay depth should look elsewhere, and $12.99 is a meaningful ask for what is, on a single route, a several-hour experience — though the branching structure and replay-driven design meaningfully extend total playtime for anyone willing to see more than one ending.
Verdict
Out of Water is a confidently written, gorgeously illustrated visual novel that trades cozy village-sim comfort for creeping folk horror without ever losing sight of its characters. Three genuinely distinct routes, a choice-permanence option that adds real weight to decisions, and hand-drawn art strong enough to be the game's most-praised feature all add up to a tightly-scoped narrative project that punches above its solo-studio origins. It won't appeal to anyone wanting mechanical gameplay depth, and the darker content — grief, death, and mature themes — deserves going in with open eyes rather than expecting pure cottagecore comfort. But for visual novel fans drawn to atmospheric folklore, branching consequence, and a story clearly built with two years of genuine care, Out of Water is very much worth the trip to Watarholt.
Screenshots
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Much of the game plays out through close, expressive dialogue portraits set against Watarholt's autumn woods.Image: lapys games via Steam -
Harik, one of the three route characters, voices growing unease about the village's ability to hold out.Image: lapys games via Steam -
Full-screen CGs like this one, bringing the three route characters together, mark the story's key emotional beats.Image: lapys games via Steam