Key art for Tacoma

Game review

Tacoma

7 / 10

Developer
Fullbright
Publisher
Fullbright, Serenity Forge
Released
1 August 2017
Platforms
Windows, macOS, Linux
Genre
Narrative Adventure
Monetisation
One-time purchase, no DLC, no in-game currency
Players
Single-player only

The short version

Tacoma sends a lone investigator to a seemingly abandoned space station to recover its AI and piece together what happened to its six-person crew, using a genuinely clever central mechanic: augmented-reality recordings of the crew's final days that you can rewind, fast-forward and follow between rooms, watching several characters' overlapping actions from whichever angle you choose. Reviewers on both sides of the recommend line credit that mechanic as a real advance over Fullbright's own Gone Home -- multiple, simultaneous perspectives on the same unfolding crisis, rather than one static trail of notes and audio logs.

What a striking number of those same reviewers go on to say, though, is that Tacoma's six-person cast and corporate-dystopia themes needed more space than its two-to-five-hour runtime gives them. Characters are introduced with real specificity but, several argue, not developed far enough to earn the emotional weight the ending asks for, and the story itself is almost entirely linear behind an illusion of free exploration -- criticisms that recur independently across years of reviews from people who otherwise clearly wanted to love it.

Biggest strengths

  • The AR Data Recordings mechanic -- rewindable, replayable scenes where you can follow different crew members' simultaneous actions through the same moment -- is repeatedly singled out as a genuine step forward for the "walking simulator" genre, not just a re-skin of Gone Home
  • Professional, well-reviewed voice acting across the full crew gives individual characters real presence even in a short runtime
  • A grounded, blue-collar take on corporate AI-rights dystopia that several reviewers contrast favourably against games that default to elite-hacker or chosen-one protagonists

Biggest weaknesses

  • The single most repeated complaint, across both positive and negative reviews, is that Tacoma is very short -- commonly two to five hours -- which a meaningful share of reviewers feel is a poor match for its list price
  • A large cast of six crew members split the writing thin according to multiple reviewers, who argue there isn't enough time or detail given to any one character to earn the emotional weight the ending is going for
  • The story is almost entirely linear behind an illusion of open exploration -- several reviewers specifically contrast this with Gone Home's tighter, more implied storytelling and call Tacoma's structure a step backward despite the flashier recording mechanic

Who it's for: Fans of narrative-first "walking simulators" and Fullbright's earlier Gone Home who want to see the format pushed toward genuine interactivity, and sci-fi readers interested in a grounded, blue-collar take on corporate AI dystopia rather than a chosen-one action story.

Our recommendation: Worth playing specifically for the AR-recording mechanic, which is a genuine formal innovation in the genre, but go in knowing it's a two-to-five-hour experience with a largely linear story -- wait for a discount if the asking price feels steep for that length, and don't expect the character writing to go as deep as the cast size initially promises.

7 / 10

The pitch: a space station, an AI, and a story told from every angle at once

Tacoma is the second game from Fullbright, the studio behind 2013's Gone Home, released worldwide as a full 1.0 on 1 August 2017 with no Early Access period. You play a contractor sent to recover the artificial intelligence aboard the seemingly abandoned Tacoma lunar transfer station, and in the process piece together what happened to its six-person crew during a disaster days earlier. Roughly 3,500 Steam reviews later it sits at Very Positive, about 88% positive -- a strong number that, read against the review text itself, turns out to be carrying a genuinely two-sided conversation about whether the game's short runtime does its own best idea justice.

The mechanic almost everyone credits: watching a crisis from every angle

Where Gone Home told its story through static notes, audio logs and environmental details laid out for the player to find in whatever order they wandered into them, Tacoma's core innovation is its AR Data Recordings: augmented-reality reconstructions of the crew's final days that you can pause, rewind and fast-forward, and -- crucially -- follow between rooms to watch different crew members' simultaneous actions unfold from whichever perspective interests you at that moment. It's a specific, mechanically real answer to a limitation the genre has always had, and reviewers on both sides of the recommend line single it out for real credit. One positive review calls it "well executed," noting the ability to physically walk between two characters' overlapping conversations mid-playback and catch details a single fixed viewpoint would miss entirely. Even several negative reviews, while unhappy with the story built on top of it, concede the recording system itself is a genuine formal advance over the studio's first game.

Where the same reviewers turn critical: not enough time for six people

Set the recording mechanic aside, and Tacoma's review page has a consistent, recurring argument with itself about whether the story built on top of it earns its ending. The crew numbers six, each introduced with real specificity -- distinct voices, personal quirks, visible relationships with each other -- but multiple reviewers argue the two-to-five-hour runtime simply doesn't give any one of them enough screen time to make the climax's emotional stakes land the way the writing clearly wants them to. "There's way too many characters for the amount of writing there is," one reviewer puts it, arguing there's "nowhere near a big enough picture of any one" crew member to feel truly invested by the end. That's a specific, structural complaint rather than a vague "I didn't like it," and it recurs independently across reviews written years apart, including from players who came in as fans of Gone Home specifically hoping for more of the same intimacy scaled up.

A second, related complaint compounds it: despite the freedom to explore the station and choose which character's perspective to follow moment-to-moment, the underlying story is almost entirely linear, unlocking in a fixed chronological order regardless of how you explore it. Several reviewers explicitly prefer Gone Home's more implied, player-assembled version of storytelling and call Tacoma's more literal, laid-out narrative a step backward even while praising the technology used to deliver it -- a genuinely interesting tension between "the how" and "the what" that the review page argues about more than it agrees on.

Length, price and what "short" actually means here

The complaint that shows up most often in raw volume, though, is simpler: Tacoma is short. Most reviewers report finishing in two to five hours, and a meaningful number explicitly frame their verdict around whether that length justifies the asking price rather than around the writing or mechanics at all. One reviewer who bought it before launch for a comparable price to today's NZ$28.99 notes finishing it in two hours flat and feeling shortchanged; others who went in expecting a short, focused experience -- and budgeted their expectations for the genre accordingly -- describe the same runtime as entirely appropriate for what the game is trying to do. It's less a flaw in the game than a mismatch some buyers hit and others don't, and it's worth weighing your own tolerance for a tightly-scoped narrative experience before paying full price rather than after.

A smaller technical thread is worth flagging too: a handful of reviews, including at least one written this year, describe inconsistent controller button-mapping across different input devices -- Xbox controllers, third-party pads, and Steam Deck on Linux all reportedly behaving differently from each other in the same session. It doesn't appear frequently enough across the review corpus to call a systemic problem, but it's concrete and specific enough, on a game this close to its tenth anniversary, that controller players should go in aware it isn't guaranteed to be seamless.

Verdict

Tacoma earns its Very Positive rating on the strength of a genuinely inventive central mechanic -- letting players physically move between simultaneous character perspectives inside a rewindable recording is a real, mechanically distinct step forward for narrative-first exploration games, not just a reskin of Fullbright's earlier work. Whether the six-person cast and corporate-AI story built on top of that mechanic earns its ending in the time given is a genuine, recurring argument within the game's own review page, and it's fair to go in expecting a short, largely linear experience rather than the fully player-directed mystery the early exploration might suggest. Play it for the recording system and the atmosphere, and treat the emotional payoff as a real but imperfect bonus on top of that.

Pros and cons

Pros

  • The AR Data Recordings mechanic -- rewindable, replayable scenes where you can follow different crew members' simultaneous actions through the same moment -- is repeatedly singled out as a genuine step forward for the "walking simulator" genre, not just a re-skin of Gone Home
  • Professional, well-reviewed voice acting across the full crew gives individual characters real presence even in a short runtime
  • A grounded, blue-collar take on corporate AI-rights dystopia that several reviewers contrast favourably against games that default to elite-hacker or chosen-one protagonists
  • Polished presentation throughout -- environment design, sound and visual style draw consistent praise even from reviewers who came away disappointed by the story
  • No combat, no fail states and no padding -- a tightly scoped experience that respects the player's time even if some feel it doesn't use enough of it

Cons

  • The single most repeated complaint, across both positive and negative reviews, is that Tacoma is very short -- commonly two to five hours -- which a meaningful share of reviewers feel is a poor match for its list price
  • A large cast of six crew members split the writing thin according to multiple reviewers, who argue there isn't enough time or detail given to any one character to earn the emotional weight the ending is going for
  • The story is almost entirely linear behind an illusion of open exploration -- several reviewers specifically contrast this with Gone Home's tighter, more implied storytelling and call Tacoma's structure a step backward despite the flashier recording mechanic
  • A handful of reviews report inconsistent controller button-mapping across different setups (Xbox controllers, third-party pads, Steam Deck, Linux), suggesting the control scheme wasn't uniformly tested across every supported input method
  • At least one reviewer explicitly unfavourably compares Tacoma's investigative mechanism to Return of the Obra Dinn's, a game released the following year, arguing Tacoma's version of piecing together a timeline offers less genuine deduction

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 / 10
  • Value 5 / 10
  • Originality 7.5 / 10
  • Replayability 4.5 / 10
  • Story 6 / 10