- Release Year: 2022
- Platforms: Nintendo Switch, Windows
- Publisher: Meangrip S.R.L.
- Developer: Fortuna Imperatore
- Genre: Adventure
- Perspective: 3rd-person (Other)
- Game Mode: Single-player
- Gameplay: Graphic adventure, Puzzle elements
- Setting: Europe, Vienna
- Average Score: 73/100

Description
Freud’s Bones is a narrative-focused graphic adventure game set in early 20th-century Vienna, where players infiltrate the mind of Sigmund Freud, acting as his inner voice to guide him through daily tasks like reading letters, exploring the city, diagnosing patients, and solving psychoanalytic puzzles, all while delving deeply into the life and theories of the father of psychoanalysis.
Gameplay Videos
Where to Buy Freud’s Bones
PC
Freud’s Bones Guides & Walkthroughs
Freud’s Bones Reviews & Reception
metacritic.com (77/100): Freud’s Bones is way more than just a tribute to Freud: it’s a game that shows how far good ideas can drive you.
blogs.the-hospitalist.org : By far the most interesting and enjoyable part of the game is the psychoanalysis sessions.
adventuregamers.com : unique premise and well-constructed graphics and sound are hampered by its lack of locations to visit and monotonous puzzles.
steambase.io (83/100): Very Positive
Freud’s Bones: Review
Introduction
Imagine slipping into the psyche of Sigmund Freud himself, not as a patient on the couch, but as the petulant inner voice whispering commands amid cigar smoke and existential dread. Freud’s Bones (2022), the audacious debut from Italian developer Fortuna Imperatore (aka Axel Fox), dares to do just that. Released on May 25, 2022, for Windows and later Nintendo Switch, this point-and-click narrative adventure transplants players into 1920s Vienna, embodying Freud’s “guardian angel or personal demon” during a fictional crisis of faith. Amid ominous Egyptian artifacts, tormented patients, and Freud’s own unraveling, it simulates the birth of psychoanalysis with unflinching intimacy.
As a game historian, I’ve chronicled countless tributes to historical figures—from Assassin’s Creed‘s Leonardo da Vinci to The Great Ace Attorney‘s Sherlock Holmes—but none burrow as deeply into a real person’s mind as this. Freud’s Bones is no mere biography; it’s an interactive psychoanalysis session for both Freud and the player. My thesis: While its ambitious mechanics and text-heavy design occasionally frustrate, this solo-dev triumph carves a singular niche in indie adventures, blending life simulation, puzzle-solving, and therapeutic role-play into a haunting meditation on the human unconscious that lingers long after the final diagnosis.
Development History & Context
Freud’s Bones emerged from the grit of indie determination, a passion project born on a “rickety old laptop” by Fortuna Imperatore, a psychology and philosophy student moonlighting at a cleaning company. Obsessed with video games and Freudian theory, Imperatore channeled Steve Jobs’ mantra—”Stay Hungry, Stay Foolish”—into a Kickstarter campaign launched in 2020. It tripled its €5,000 goal, raising €15,500 from global backers, fueling her full-time pivot. Winning the Red Bull Indie Forge Award 2020 and placing as Italian finalist in the Nordic Game Contest 2021 validated its “absurd, anomalous, and unconventional” vision.
Developed almost single-handedly (Imperatore handled writing, design, production, and core development), it leveraged the Visionaire Studio engine for its 2D point-and-click framework. Key collaborators included programmer/animator Stefano Rossitto (17 prior credits, including Detective Gallo), illustrator Giulia Sabatini, composer Alessandro Costantini, sound designer Alessandro Rivolta, and voice actors Astrid Gooding and Stella Pawlowski. Associate project manager Carlo De Rensis (82 credits) provided polish. Published by Meangrip S.R.L. and self-published under Axel Fox, it retailed at $10.99-$13.99 on Steam, with a Switch port following in late 2022.
The 2022 indie landscape brimmed with narrative experiments (Chicory: A Colorful Tale, Immortality), but Freud’s Bones stood apart amid post-pandemic introspection. Technological constraints were minimal—low-spec requirements (Dual Core 2.0 GHz, 1 GB RAM)—echoing 1990s LucasArts classics like The Secret of Monkey Island, which it emulates in point-and-click simplicity. Yet, Visionaire’s flip-screen visuals and fixed perspectives nodded to retro limitations, prioritizing psychological depth over expansive worlds. In an era of AAA blockbusters, this micro-budget ($15k+ self-investment) outlier proved solo devs could tackle taboo subjects like cocaine use, sexuality, and anti-Semitism without compromise.
Narrative & Thematic Deep Dive
Plot Overview
Set in 1925 Vienna, Freud’s Bones unfolds over Freud’s routine: morning letters, patient sessions, café visits to Café Eckmann (or Landtmann/Eckland in sources), dog walks with real-life chow chow Jofi, and nocturnal dives into his psyche. A mysterious “you”—the player—manifests as Freud’s inner voice amid his exile from psychoanalytic society, newspaper scorn, tense family ties, and cryptic letters. Egyptian artifacts on his desk animate with hieroglyphic riddles, blurring reality and hallucination. Four patients (each with unique neuroses) arrive, their fates hinging on your diagnostics. Choices ripple: pursue an affair? Overdose on cocaine? Outcomes reveal at game’s end, showing patients’ lives—happy or tragic—mirroring Freud’s self-reckoning.
Characters and Dialogue
Freud anchors as a tormented genius: shrewd yet fragile, quoting Jung (“Freud is in crisis… swallowed by his ghosts”). Patients embody Freudian archetypes—uncomfortable debutantes, family-trauma victims—their “bones” (thoughts) navigating id (hungry Minotaur/bull: primal desires), ego (marionette/general: reality), superego (sniper/puppet: morals). Contemporaries cameo (Jung implied), adding historical frisson. Dialogue-heavy (no voice acting), it’s verbose, researched from Freud’s texts and Encyclopedia Britannica in-game. Translations from Italian occasionally falter (“ratio” and “intueor” points unexplained), but poetic monologues evoke dread: “The night drips on the windows… instincts to keep at bay.”
Themes: Psychoanalysis and the Unconscious
This is Freud undressed: sexuality as neurosis core, dreams as gateways, cocaine/cigars as “historical” mood boosters (controversially rewarding substance abuse). Existentialism permeates—Freud’s “whirlwind of pain” parallels patients’—with anti-Semitism nods amid interwar tensions. Egyptian puzzles probe his “innermost desires,” dreams unpack Oedipal guilt. No “right/wrong” paths; replayability stems from branching patient arcs, reputation shifts, and Freud’s personality molding (technical vs. intuitive). It’s meta-therapy: players confront their biases in diagnosing, echoing Freud’s mantra that understanding actions impacts others. Boldly, it warns of content like sexual themes and period prejudice, un-gilding psychoanalysis’s pill.
Gameplay Mechanics & Systems
Core Loops: Daily Life and Psychoanalysis
Point-and-click simplicity governs: fixed/flip-screen 3rd-person views, no inventory/hotspot highlighter. Daily management simulates Freud’s life—read letters, manage shillings (office upkeep, tobacco/cocaine buys), monitor stress (illustrated states, no precise meter), build reputation for patrons. Outings to Café Eckmann yield book sales via dialogue trees; over-cocaine risks session misses.
Psychoanalysis shines: Four phases per patient (3-4 sessions each):
1. Analyze records: Magnify documents, circle clues.
2. Therapy: Circular icons select topics (symptoms/family), pace (slow/fast), tone (paternal/stoic). “Bone” thoughts ascend psyche layers—skillful probes surface unconscious insights.
3. Diagnose: Match therapy intel to Freudian texts.
4. Remedy: Checkbox cure (success: 50 shillings; failure: reputation hit).
Hieroglyph deciphers and hallucinations add puzzles. Progression levels unlock tools; encyclopedia aids novices.
Strengths, Flaws, and Innovation
Innovative psyche mechanic gamifies Freud’s structural model—visually thrilling, replayable (5-12 hours total). Life sim adds texture (finances tie to vices), but opacity frustrates: ambiguous instructions, minimal substance impacts, unintuitive errands (tobacco shopping). UI is clean but text-saturated; no hand-holding suits theme but alienates casuals. Achievements/guides exist for perfectionists. Flawed yet pioneering—first true psychiatry sim, blending Papers, Please-esque bureaucracy with Her Story-style interrogation.
World-Building, Art & Sound
Vienna, 1925, pulses intimately: Freud’s cluttered office (Persian rugs, pyramid, Jofi lounging) dominates, evoking smoky introspection. Brief escapes—neon-lit streets, Café Eckmann’s elite chatter—contrast domestic stasis, heightening claustrophobia. Atmosphere drips surrealism: artifact animations, bone-laden mindscapes, Freudian hallucinations (phallic symbols abound).
Visuals: Stylized 2D (cartoonish/pixel-hybrid), muted cool palettes (blues/grays) suit neurosis. Detailed hand-drawn assets (illustrator Giulia Sabatini) shine in cinematics/psyche layers; fixed screens economize scope effectively.
Sound: Alessandro Costantini’s score blends sinister/upbeat motifs (“Newspaper Theme,” “Distorted Vienna”); Rivolta’s effects (cigar puffs, bone clinks) immerse. Repetitive loops fade to background, matching unintrusive therapy. Text-only dialogue (English/Spanish localized) demands reading, immersion-breaking sans voices—opportunity missed for gravitas.
Elements synergize: visuals/ambience mirror the unconscious—beautifully obscure, pulling players “under the skin.”
Reception & Legacy
Launch reception was niche-positive: MobyGames (60%, Adventure Gamers: “unique… monotonous puzzles”); Metacritic (77, “Generally Favorable”—SpazioGames 83, IGN Italia 75). Steam: Very Positive (83%, 80+ reviews), praising “magnetic intensity,” “psychoanalysis mastery.” Italian outlets lauded risks (Multiplayer.it 80: “masks limitations with playful solutions”). Critics noted brevity (5-6 hours), text overload, unclear goals; fans hailed replayability, education.
Commercially modest (6 MobyGames collectors), its legacy endures as psychiatry’s vanguard—first game centering practice, inspiring mental health indies (Depression Quest kin). Influences: therapy sims in Pentiment, Lorelei and the Laser Eyes. As indie history unfolds, Imperatore’s solo feat—triple-funded Kickstarter to awards—epitomizes “kindness of strangers,” influencing solo-dev narratives on taboo psych themes.
Conclusion
Freud’s Bones is a flawed gem: groundbreaking psychoanalysis mechanics and Freudian fidelity outweigh text bloat, opacity, and brevity. Its replayable patient arcs, historical fidelity, and thematic daring—sexuality, drugs, self-doubt—make it essential for adventure enthusiasts and psych curios. Not flawless (voice acting, clearer UI would elevate), but Imperatore’s vision endures: a 5-12 hour psyche-plunge cementing its place as 2022’s boldest indie experiment.
Verdict: 8.5/10—A historic milestone in narrative adventures, worthy of replay and study. In video game history, it bones out a psyche no other has touched: Freud’s, and ours. Play it; let the ghosts whisper.