“There’s an actual thematic function to this otherwise total overkill,” Yan adds.

“The game revolves around doomed attempts at communicating with and making sense of semiotically opaque systems.

My goal was to create at every level of interaction a degree of uncertainty via abstraction.”

A screenshot of indie horror sim My Work Is Not Yet Done, showing a black-and-white perspective of a waterfall.

It’s certainly operating on a different frequency to the likes of Rust, or evenThe Long Dark.

Those that do are a motley crew indeed.

There’sThe Sims, obviously, andSlime Rancher, where Slime poop is the foundation of an interplanetary economy.

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Do you have a favourite?

A screen of indie horror investigation sim My Work Is Not Yet Done, showing a staticky black-and-white view of some tree trunks.

A screen of indie horror investigation sim My Work Is Not Yet Done, showing an observation tower above a forest.

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