Key art for The Red Strings Club

Game review

The Red Strings Club

6.5 / 10

Developer
Deconstructeam
Publisher
Devolver Digital
Released
22 January 2018
Platforms
Windows, macOS, Linux
Genre
Cyberpunk narrative adventure
Monetisation
One-off purchase, no in-game currency, ads or gameplay-affecting purchases
Players
None; single-player only

The short version

The Red Strings Club tells a short, dense cyberpunk story about a bartender and a hacker uncovering a corporation's plan to eliminate depression and fear through a mind-altering implant, and reviewers consistently praise the writing as unusually sharp — one detailed reviewer, while otherwise critical, credits "an engaging foundation" and characters who are "worthy conversationalists." That same reviewer's assessment of everything else is blunt: "None of the three distinct sections of gameplay are good," singling out a pottery-wheel crafting minigame as "boring and annoying" and a bartending sequence as "equally frustrating." Multiple independent reviewers corroborate the identical frustration with the mini-games specifically, with one describing them as "overwhelming and torturous for people with spatial processing disorders." A separate, harsh checkpoint system draws its own specific complaints, with at least one reviewer reporting a mistake forcing a restart from the very beginning. A distinct, more divisive thread in the review sample concerns how directly the game states its political and philosophical positions, with several reviewers describing the messaging as heavy-handed, while others engage with the same content as the story's central strength.

Biggest strengths

  • Genuinely sharp, philosophically engaged writing that reviewers consistently credit as punching above the game's short runtime and small scope
  • A distinctive cyberpunk premise built around the ethics of eliminating human suffering through technology, handled with real narrative ambition
  • Well-realized character writing, with a cast reviewers describe as having genuine "fortes and foibles" rather than simple archetypes

Biggest weaknesses

  • An unusually large, convergent share of reviewers describe the game's three mini-games — pottery crafting, bartending, and hacking — as tedious or actively unpleasant rather than engaging, with one detailed review concluding "none of the three distinct sections of gameplay are good"
  • A harsh checkpoint and autosave system draws specific complaints, including at least one account of a single mistake forcing a full restart from the beginning
  • A distinct, more divisive thread in the review sample criticizes the game's political and philosophical messaging as heavy-handed or one-sided, a view a separate share of reviewers directly disputes

Who it's for: Narrative-driven players who prioritize writing and philosophical depth over polished mechanics, and cyberpunk fans specifically interested in a short, thought-provoking story. Less suited to players who need mini-games to feel good to play in their own right, or anyone sensitive to fine motor or spatial-processing demands in simple minigame controls.

Our recommendation: Worth its low price and short runtime for the writing alone; go in expecting the bartending and pottery segments to be a real, specific chore rather than a highlight.

6.5 / 10

The Red Strings Club puts players behind the bar of a clandestine club and inside the head of a freelance hacker, working together to unravel Supercontinent Ltd's plan to launch Social Psyche Welfare — a system that promises to eliminate depression, anger, and fear from society entirely. Released in January 2018, it built a strongly positive following — 91% Very Positive across 3,247 English reviews — anchored in real, specific praise for its writing, running directly into an unusually large body of criticism about the mini-games built around that story.

Writing reviewers call sharper than its short runtime suggests

The praise for the game's script and philosophical ambition is detailed and consistent, appearing even in otherwise critical reviews. One detailed reviewer, who ultimately can't recommend the gameplay, still credits the foundation: "The particulars of the technology, corporate power structure, and information currency that drive the dystopia make for an engaging foundation... The supporting characters are fleshed out with fortes and foibles, hangups and kinks. In a game that often focuses on dialogue with those characters, it's a blessing that they're worthy conversationalists." Another reviewer sums up the appeal more simply: "It is quite a short game(3-4 hours) but has more depth and personality than most AAA titles." That's genuine, specific credit for the writing carrying real weight independent of anything else the game does.

Mini-games reviewers say are tedious across the board

The most convergent complaint in the sample targets the three distinct gameplay systems built around that writing. The same detailed reviewer breaks it down precisely: "None of the three distinct sections of gameplay are good. The first... is an unpleasant potter's wheel simulator that's both boring and annoying. The second, which includes an equally frustrating bartending simulator, is saved by the dialogue trees... The last... is too short and unvaried to ever find its rhythm." A separate reviewer independently corroborates the same frustration in blunter terms: "I already felt exhausted after fixing drinks for the first guest. The pottery crafting and drink-pouring are overwhelming and torturous for people with spatial processing disorders like me." A third simply states: "I HATE THE SPIN TO MAKE THE THING MINI GAME. PLEASE REMOVE OR SKIP BUTTON." Three independent, specific accounts of the identical frustration with the same named mini-games is strong enough convergence to treat as an accurate, defining weakness of the shipped game rather than a matter of taste.

A checkpoint system reviewers say punishes small mistakes too harshly

A separate, more structural complaint concerns how the game handles failure. One reviewer states it directly: "the Autosave concept is super annoying. If you make one mistake you may be forced to start over again from the very beginning: most frustrating." Given how widely disliked the mini-games already are, a checkpoint system that can send players back through them after a single error compounds that frustration meaningfully rather than existing in isolation.

A divisive thread about the game's political messaging

A distinct, more contested thread in the review sample concerns how directly the story states its positions on its central ethical questions. Some reviewers describe the messaging as heavy-handed: one writes that the game's "political messages are a bit simple/obvious," while another states more pointedly that a specific plot moment "did not only break the immersion for me, it made me want to finish the game ASAP." Other reviewers engage with the identical content as the story's central strength, describing the same philosophical directness as thought-provoking rather than preachy. This is a genuine, ongoing disagreement within the review sample rather than a settled consensus, and reviewers on both sides engage with real specificity about the story's themes.

What the achievement data shows

Global achievement statistics offer a useful, corroborating data point: only 41.3% of players complete the full game, a relatively low figure for a title with a stated three-to-four-hour runtime. That number lines up with reviewer accounts of mini-game frustration and the punishing checkpoint system above driving a meaningful share of players to stop before reaching the ending, despite the strong praise for the writing that story does eventually deliver.

A story reviewers say weakens in its back half

Beyond the mechanics and messaging debates, a separate, more measured complaint concerns pacing within the narrative itself. One detailed, 17-vote reviewer lays out a specific before-and-after assessment: "The music is fantastic, the pixel art is glorious and fits the mood perfectly, the story starts off really well and you are quickly hooked as the game tries to explore many deep themes, if the quality of the first half stayed in the second, I would be looking at a solid 8/10 experience." That's a specific, structural critique distinct from the mini-game and messaging complaints above — an account of a story that sets up its ideas more effectively than it resolves them, worth weighing for anyone whose main interest in the game is the narrative payoff rather than the setup.

A developer that moved on to other narrative projects

Checked against Deconstructeam's own partner-events history, there's no record of a patch specifically addressing the mini-game frustration or harsh checkpoint complaints documented above. Instead, the small studio's public activity since launch consists of a related short-story collection, a physical release, and several entirely new games, including The Cosmic Wheel Sisterhood and Many Nights a Whisper. That's consistent with a complete, deliberately-scoped small game that received no further mechanical revisions after release, rather than an unfinished product awaiting fixes.

Verdict

The Red Strings Club tells a genuinely sharp, philosophically ambitious cyberpunk story that earns real, specific praise even from reviewers who dislike nearly everything else about the game. Its three mini-games draw an unusually large, convergent body of criticism as tedious rather than engaging, compounded by a checkpoint system some reviewers find unreasonably punishing. Worth its low price and short runtime for the writing alone; go in with modest expectations for how much you enjoy actually playing it.

Sources: Steam store page and appdetails API (release date, pricing, platform data); Steam's aggregate review data (query_summary totals, English-language sample); individually read user reviews, both positive and negative, sorted by helpfulness and recency; Steam's global achievement statistics API; Deconstructeam's own partner-events history from 2018 through 2025.

Pros and cons

Pros

  • Genuinely sharp, philosophically engaged writing that reviewers consistently credit as punching above the game's short runtime and small scope
  • A distinctive cyberpunk premise built around the ethics of eliminating human suffering through technology, handled with real narrative ambition
  • Well-realized character writing, with a cast reviewers describe as having genuine "fortes and foibles" rather than simple archetypes
  • A widely praised soundtrack and pixel art style that reviewers single out as elevating the atmosphere throughout
  • Choices that carry real narrative weight, with limited dialogue options in key conversations forcing players to prioritize what information actually matters

Cons

  • An unusually large, convergent share of reviewers describe the game's three mini-games — pottery crafting, bartending, and hacking — as tedious or actively unpleasant rather than engaging, with one detailed review concluding "none of the three distinct sections of gameplay are good"
  • A harsh checkpoint and autosave system draws specific complaints, including at least one account of a single mistake forcing a full restart from the beginning
  • A distinct, more divisive thread in the review sample criticizes the game's political and philosophical messaging as heavy-handed or one-sided, a view a separate share of reviewers directly disputes
  • Achievement data shows a relatively low full-completion rate for such a short game, consistent with reviewer accounts of mini-game frustration driving players to stop before finishing
  • Specific technical complaints recur, including at least one report of a crafting sequence becoming unplayable at the very start and a separate report of saves not persisting at all

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 4.5 / 10
  • Originality 7.5 / 10
  • Replayability 5.5 / 10
  • Interface 5 / 10
  • Story 8 / 10