- Release Year: 2015
- Platforms: Windows
- Publisher: Kingstill International Software Services Ltd.
- Developer: Rail Slave Games
- Genre: Role-playing
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Character Switching, Moral choices, Sniper gameplay
- Setting: Futuristic, Sci-fi

Description
SNOWFLAKE TATTOO is a harrowing and stark neo-noir vignette set in a sci-fi future, where players control both a sentient plasma sniper and a human/bike hybrid. Traversing a maze-like frozen storage ship disabled by a solar storm, they encounter a trans-dimensional trading post called the abstraction. The sniper aims to find her missing sister by trafficking humans through the abstraction, with each encounter presenting a moral choice: sell them for experiments, transform them into bike hybrids, or save them.
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rpggamers.com : those who are looking for an intense and challenging experience should definitely check out //SNOWFLAKE TATTOO//.
SNOWFLAKE TATTOO: A Haunting Vignette of Moribund Cyberpunk
Introduction: A Ghost in the Machine of Indie Gaming
In the vast, often-overlooked archives of digital distribution, certain titles exist not as celebrated landmarks but as spectral presences—games that whisper rather than shout, that carve intricate, unsettling grooves into the psyche of the few who stumble upon them. SNOWFLAKE TATTOO, released by the enigmatic Rail Slave Games in March 2015, is one such title. It is the prequel to the similarly obscure //N.P.P.D. RUSH//: The Milk of Ultraviolet, and it stands as a stark, minimalist neo-noir vignette set within the desolate, expanded universe of the “Nauseous Pines / Uriel’s Chasm” series. My thesis is this: SNOWFLAKE TATTOO is a profound, if deeply flawed, exercise in atmospheric and moral storytelling. It sacrifices traditional gameplay depth and accessibility to forge a uniquely harrowing experience centered on complicity, loss, and the transactional horror of a frozen, dying universe. Its legacy is not one of influence on the mainstream, but as a touchstone for a specific, ascetic strain of arthouse game design that prioritizes thematic resonance over mechanical satisfaction.
Development History & Context: The “British Bedroom Programming Scene” and the Aesthetics of Constraint
To understand SNOWFLAKE TATTOO, one must first understand its creator, Rail Slave Games, and the context from which it emerged. The game is repeatedly described in its own metadata and storefront copy as coming “Straight from the maths paper of the British bedroom programming scene into your imagination.” This is not mere poetic flair; it is a crucial design philosophy. The studio operated (and largely still operates) in a paradigm of radical constraint—low-budget, solo or small-team development where aesthetic and mechanical choices are dictated as much by technical and resource limitations as by artistic vision.
The game’s technical specs on Steam—supporting Windows 7, a 2 GHz single-core processor, 2 GB of RAM, and 512 MB of video memory—place it firmly in the early 2010s indie landscape, where such minimalist requirements were common for 2D or simple 3D projects. The “Ghett-ro” crafting system, a deliberate riff on 70s/80s minimalism, mirrors this: survival is predicated on transforming base biological waste (Collagen, enamel, “unknown,” and the grotesque “dollsteak”) into essential resources. This is crafting as desperate alchemy, a system born from a design ethos that rejects the glut of modern survival menus. The game was published by Kingstill International Software Services Ltd. (also credited as KPL/KISS Ltd.), a small entity that handled distribution for other niche titles, ensuring SNOWFLAKE TATTOO would remain on the fringes of digital storefronts like Steam and the now-defunct Desura.
Within the broader gaming landscape of 2015, the year of The Witcher 3 and Bloodborne, SNOWFLAKE TATPOO was an defiant anomaly. It neither pursued the narrative complexity of AAA RPGs nor the tight action of indie darlings like Hotline Miami. Instead, it carved a path toward what might be called “procedural horror”—where the horror is embedded in the game’s core mechanical loop and moral calculus, not its scripted events.
Narrative & Thematic Deep Dive: The Anatomy of a Trafficker
The narrative of SNOWFLAKE TATTOO is delivered in stark, fragmented vignettes through gameplay and minimalistic UI/text. The player assumes the dual role of two interconnected entities: the “sentient plasma sniper” from NPPD RUSH, and a “mysterious, prototype human/bike hybrid” she has commandeered. This duality is the game’s central, most perplexing metaphor. The sniper is a being of pure, controlled violence, a tool seeking purpose. The hybrid is a perversion of the human form, a body fused with machinery, representing both a loss of self and a new, brutal mode of being. Together, they are a perfect metaphor for the player’s own actions: a detached consciousness (the sniper’s perspective) piloting a monstrous, compromised vessel (the hybrid) through a moral wasteland.
The setting is a “disabled ship” frozen in the aftermath of a “huge solar storm.” This is no mere backdrop; it is a physical manifestation of stasis, decay, and entrapment. Within this maze-like tomb, the protagonists discover the “abstraction”—a “trans-dimensional trading post.” This entity is the game’s true antagonist, a cosmic-scale parasite that traffics in human life. The sniper’s motive is achingly simple and devastatingly human: to find her missing sister. This personal, emotional goal is pursued through the most inhuman, systemic exploitation imaginable.
The core thematic engine is the triad of choices presented for every “sleeping beauty” (the game’s chilling term for the human cargo found in stasis):
1. Sell them to the Abstraction for experiments (maximizing resource gain, embracing moral bankruptcy).
2. Let them be turned into bike hybrids (a fate arguably worse than death, perpetuating the cycle of bodily violation).
3. Save them (an act of supreme risk and resource sacrifice with no guaranteed positive outcome).
This is not a morality meter with paragon/renegade sliders. It is a brutal economic and logistical equation wrapped in ethical horror. The game asks: what is a human life worth in a universe where bodies are raw material? The “dollsteak”—the very thing the player initially came to steal—sits at the apex of this horror, being both a biological resource for crafting and aPotential person. The narrative’s power lies in its silence; there is no grand cutscene revealing the sister’s fate. There is only the endless, freezing corridor, the hum of the abstraction’s interface, and the weight of each transaction.
Gameplay Mechanics & Systems: The Arena of Despair
SNOWFLAKE TATTOO presents a “perma-death / arena shooter crossover gameplay with a late 70’s early 80’s minimalism.” This description is precise. The gameplay loop is as follows:
1. Navigate a procedurally generated or fixed (reports vary, suggesting a small, hand-crafted maze) grid-based, side-view ship interior.
2. Encounter hostile entities (likely other corrupted hybrids or abstraction defenses) in enclosed “arena” spaces.
3. Engage in tense, top-down or side-scrolling shooting where the “sentient plasma” weapon is your primary tool. Ammo (plasma) is a crafted resource.
4. Discover “sleeping beauties” in stasis pods.
5. Return to the abstraction interface to make the irreversible choice of their fate, which grants different resources: money/experimental points (sell), hybrid conversion materials (turn), or a minimal resource/score penalty (save).
6. Craft “health and sentient plasma” from the biological waste acquired from pods and defeated enemies (“Ghett-ro crafting”).
7. Die, and restart with nothing but your chosen “hiscore” as the metric of success.
The innovation, and primary flaw, is the marriage of perma-death tension with a resource-scarce, choice-driven loop. Death is not a setback; it is the end of that specific run’s moral journey and its associated score. The “hiscore” is not a leaderboard of points alone, but a record of your methodology. Did you amass a fortune by selling dozens? Did you sacrifice resources to save a handful? The game’s ultimate judgment is your own, reflected in that final number. This creates a powerful, introspective pressure. Every engagement with an enemy risks the plasma needed to survive the next encounter; every saved human depletes resources needed to fight. The UI is minimalist, likely text-driven or using simple icons, reinforcing the 70s/80s “ghett-ro” aesthetic. The experience is less about mastering combat and more about enduring a systemic, environmental, and moral assault.
World-Building, Art & Sound: The Aesthetics of the Fridge
The world of SNOWFLAKE TATTOO is a masterpiece of suggestive minimalism. The “frozen storage ship” is not detailed with CryEngine textures; it is conveyed through sparse sprite work, a limited color palette of icy blues, sterile whites, and the lurid glow of plasma and abstraction interfaces. The “side view” perspective creates a claustrophobic, 2D corridors-and-rooms feel, turning the ship into a mausoleum.
The sound design is where the game achieves its most potent, disturbing atmosphere. The collaboration between Dylan Barry and F.tyler fuses “experimental noise, modal ambient and electro.” This is not a melodic soundtrack but a soundscape of industrial drones, electrical hums, distorted whispers, and sudden, piercing electronic stings. It is the audible representation of a dead ship and a corrupt, alien consciousness (the abstraction). The “EPILEPSY WARNING” is significant; the game reportedly uses flashing lights, not as a gimmick, but as an integral part of its visual language—strobe-like glitches in the interface, the pulsing of stasis pods, the violent flare of plasma shots. This is a game that aims to make the player’s nervous system part of the environment.
Artistically, it sits in a lineage of cyberpunk that emphasizes decay and emptiness over neon and rain (think the bleak, analog horror of Silent Hill 2‘s otherworld or the industrial wasteland of Junk Jack). There is no “world-building” via codex entries; the world is built through the cold mechanics of the abstraction, the biological waste you craft from, and the silent, frozen bodies you encounter. It is a universe where meaning has been stripped away, leaving only transaction and function.
Reception & Legacy: The Curio in the Collection
At launch and in the years since, SNOWFLAKE TATTOO has been met with a wall of obscurity and polarized, often negative, reception from the broader Steam audience. As aggregated by Steambase, it holds a “Player Score” of 36/100 based on 119 reviews, categorized as “Mostly Negative.” On Steam itself, from 36 user reviews, only 41% are positive. The criticisms are predictable from a conventional standpoint: the game is “confusing,” “more art than a game,” “unfinished,” and its mechanics are “frustrating” and “opaque.” The “What in tarnation is this?” thread on the Steam forums encapsulates the average player’s reaction.
However, within its tiny niche—the collectors of “fever dream” indies, the followers of Rail Slave Games’ “Nauseous Pines / Uriel’s Chasm” universe—it is a prized, discussed artifact. Its presence in the “Fever Dreams” bundle with other Rail Slave titles indicates its role as part of a curated, bizarre oeuvre. It has no notable critic reviews (MobyGames shows none, Metacritic has none), and its influence on the industry is non-existent in commercial or design terms. Its legacy is purely cultic and conceptual.
Its true significance lies in its unwavering commitment to its vision. In an era of user-friendly indie games with “chill” vibes, SNOWFLAKE TATTOO is actively hostile to comfort. It uses its limitations (minimalist art, simple mechanics) to amplify its themes of dehumanization and futility. It is a direct descendant of the text adventure’s moral parables and the “maze” games of the early 80s, filtered through a body-horror cyberpunk lens. For scholars and historians, it serves as a key example of “procedural rhetoric” in its purest form: the game’s rules are its argument about the nature of exploitation.
Conclusion: A Flawed, Frozen Testament
SNOWFLAKE TATTOO is not a “good” game by any conventional metric. It is confusing, mechanically spare, aesthetically bleak, and often punishing to the point of feeling unfair. Its narrative is delivered in cryptic fragments, and its player agency is confined to a single, grim moral choice per encounter. Yet, it succeeds as a potent, unforgettable experience. It is a game that earns its existential dread through the starkness of its presentation and the weight of its central mechanic: the transaction of human lives for survival points.
Its place in video game history is not on a pedestal, but in a locked cabinet labeled “Curios & Avant-Garde.” It is a testament to the idea that games can be vehicles for visceral, uncomfortable philosophical inquiry rather than empowerment fantasies. It is the “maths paper” made manifest: a cold, logical, and horrifying equation where the player is both the variable and the solution. For those willing to brave its frozen corridors and flashing warnings, SNOWFLAKE TATTOO offers a haunting meditation on complicity that few games with ten times its budget and a hundred times its polish ever attempt. It is, ultimately, a perfect, terrible snowflake—unique, intricate, and designed to melt away on the warm breath of a mainstream audience, leaving only a cold, questioning chill behind.