- Release Year: 2013
- Platforms: Linux, Macintosh, Windows
- Publisher: Orthogonal Games, LLC
- Developer: Orthogonal Games, LLC
- Genre: Adventure
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Decision-making, Exploration, Graphic adventure, Stealth
- Setting: Contemporary, North America
- Average Score: 70/100

Description
The Novelist is a story-driven adventure game set in a contemporary North American summer house, where players control a ghost aiding writer Dan Kaplan during a family vacation to reconcile his intense focus on his new book with the needs of his wife Linda, who seeks to repair their failing marriage and pursue her artistic dreams, and their sensitive son Tommy, who desperately craves his father’s attention. By possessing family members to explore memories, finding clues around the house, and making chapter-ending decisions on priorities or compromises, the ghost shapes the unfolding narrative, with optional stealth mode adding tension by requiring avoidance of detection.
Gameplay Videos
Where to Get The Novelist
PC
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
opencritic.com (69/100): The Novelist captures the quiet heartbreaks of family life.
en.wikipedia.org (66/100): Critical reception for The Novelist has been mixed.
businessinsider.com : Don’t let the simple graphics fool you: “The Novelist” packs an emotional punch.
slantmagazine.com : The main element of gameplay in The Novelist, then, revolves around crushing someone’s hopes and dreams.
steambase.io (75/100): The Novelist has achieved a Steambase Player Score of 75 / 100.
The Novelist: Review
Introduction
Imagine gliding silently through the dimly lit corridors of a seaside home, unseen and unheard, peering into the fragile hearts of a family on the brink of unraveling. This is the intimate, haunting premise of The Novelist, a 2013 indie gem that transforms the mundane struggles of everyday life into a spectral symphony of choices and consequences. Released amid a burgeoning wave of narrative-driven games, The Novelist has carved a niche as a bold experiment in interactive storytelling, earning a cult following for its unflinching exploration of work-life balance. Developed by Kent Hudson through his one-person studio Orthogonal Games, the title draws from personal introspection to pose a timeless question: Can you chase your dreams without sacrificing those you love? My thesis is that The Novelist succeeds as a masterful, if mechanically sparse, meditation on compromise, proving that games can evoke profound empathy without relying on spectacle, even if its repetitive structure tests player patience.
Development History & Context
The Novelist emerged from the creative frustrations of Kent Hudson, a veteran of the AAA gaming world who had spent over a decade crafting immersive experiences at studios like Ion Storm and 2K Marin. Titles such as Deus Ex: Invisible War (2003) and BioShock 2 (2010) honed his skills in blending narrative depth with player agency, but the rigid structures of big-budget development—endless cutscenes, linear storytelling, and ballooning costs—left him yearning for more personal expression. In October 2011, Hudson quit his job, armed only with a vague desire to explore “player-driven stories,” as outlined in his 2011 Game Developers Conference (GDC) talk, Player-Driven Stories: How Do We Get There?. Without a concrete idea, he retreated to his apartment in Austin, Texas, to prototype in Unity, the accessible engine that empowered countless indies.
Orthogonal Games, Hudson’s LLC, was essentially a solo endeavor, though he leaned on a network of collaborators for voice acting (David Pinion as Dan, Kelilyn McKeever as Linda, and child actor Sage Brill as Tommy) and specialized tasks like art (CGBot for environments, Hogarth de la Plante for concepts) and scripting via uScript. The game’s modest scope—built on a Unity foundation with cel-shaded visuals and no complex physics—reflected the technological constraints of indie development in 2013. Hudson avoided the pitfalls of overambition by narrowing his initial concept from a sprawling mansion with eight archetypal characters to a focused nuclear family, making the narrative permutations manageable for one developer. Budget limitations meant no full voiceover or intricate animations; instead, the game relied on environmental storytelling and text-based revelations.
The 2013 gaming landscape was ripe for such innovation. The indie boom, fueled by platforms like Steam Greenlight (where The Novelist was voted through) and the Humble Bundle, democratized distribution. Games like Dear Esther (2012) and Gone Home (2013) popularized “walking simulators”—titles emphasizing exploration and empathy over action—challenging the dominance of shooters like Call of Duty: Ghosts. Hudson’s project aligned with this shift, reacting against AAA trends of cinematic linearity (e.g., The Last of Us) by prioritizing genuine choice. Released on December 10, 2013, for Windows, Mac, and Linux at $14.99 (later bundled in Humble Indie Bundle 13 for broader reach), it embodied the era’s push toward emotional, relatable indie fare, though its commercial success was modest, selling steadily on Steam at a discounted $4.99.
Vision and Inspirations
Hudson’s vision was deeply autobiographical, evolving from abstract ideas about relational dynamics into a mirror of his own life. As a married man without children, he drew from friends’ parenting anecdotes and his wife’s support to authenticate the Kaplan family’s tensions. The ghost protagonist stemmed from a desire for detachment—allowing players proximity without direct embodiment—while stealth elements nodded to Hudson’s love for the genre (Thief, Deus Ex). Early prototypes tested broader scopes, but feedback refined it into a tight, chapter-based structure, ensuring the game’s emotional core: no “right” answers, only personal reflections on career versus family.
Narrative & Thematic Deep Dive
At its heart, The Novelist is a poignant family drama set during a summer vacation at a remote Oregon coastal home. You play as an ethereal ghost, a benevolent (or mischievous) observer haunting the Kaplan residence, tasked with subtly guiding novelist Dan Kaplan through his crises. Dan, voiced with weary gravitas by David Pinion, is crippled by writer’s block while racing a deadline for his second novel, pressured by his agent to deliver a masterpiece. His wife, Linda (Kelilyn McKeever), yearns to revive their faltering marriage and pursue her artistic ambitions as a painter, her frustration bubbling through diary entries about feeling sidelined. Their six-year-old son, Tommy (Sage Brill), is a sensitive soul bullied at school and starved for paternal affection, expressing his loneliness via crayon drawings of rockets, games, and family moments.
The plot unfolds across nine chapters, each a day in the house, where you uncover desires via possession—diving into characters’ memories for fragmented visions of past joys and pains—and environmental clues like letters, notes, and sketches. Dialogue is sparse but evocative, delivered in overheard snippets or internal monologues, revealing raw vulnerabilities: Dan’s self-doubt (“Am I just a one-book wonder?”), Linda’s resentment (“He sees the canvas but not me”), and Tommy’s innocence (“Daddy, will you build my rocket?”). These culminate in nightly decisions, whispered into Dan’s sleeping mind, forcing prioritization: advance the book (career), nurture the marriage (Linda), or bond with Tommy (fatherhood). Compromises allow partial satisfaction for a second character, but someone always suffers—echoing life’s zero-sum trade-offs.
Thematically, The Novelist delves into the impossibility of perfection in familial bonds, critiquing the myth of work-life harmony. It explores isolation (the ghost’s limbo mirroring the family’s emotional distance), vulnerability (memories expose scars like Tommy’s bullying or Linda’s abandoned dreams), and legacy (endings project futures: Dan’s potential National Book Award or alcoholism; Tommy’s graphic novel success or therapy needs; Linda’s artistic acclaim or divorce). Subtle metafiction arises from the house’s history—glimpses of past inhabitants suggest cycles of regret—while the ghost’s enigmatic backstory (hints of a tragic death tied to the home) adds layers of existential melancholy. Dialogue shines in its realism, avoiding melodrama; a simple line like Tommy’s “I drew this for you, Dad” carries more weight than any exposition dump. Yet, the narrative’s strength lies in its ambiguity—no moralizing, just consequences that prompt self-reflection, making players complicit in the Kaplans’ fates.
Character Analysis
Dan embodies the tortured artist archetype, his arc hinging on player choices: success elevates him to literary stardom, neglect leads to despair. Linda represents unfulfilled potential, her passion clashing with domesticity. Tommy, the emotional core, humanizes the stakes—his crayon art evolves from pleas to symbols of growth or abandonment. Collectively, they form a microcosm of universal struggles, their interactions (overheard arguments, tender moments) fostering empathy without caricature.
Gameplay Mechanics & Systems
The Novelist subverts traditional gameplay, eschewing combat (none exists) for a hybrid of stealth, exploration, and choice-driven progression. Core loops revolve around chapter-based days: navigate the seven-room house (kitchen, bedrooms, study, etc.) to gather insights, then decide outcomes. As the ghost, you walk, phase through walls, and possess family members to access memories—ethereal sequences replaying pivotal events like a family hike or Dan’s signing. Clues manifest as interactive objects: readable diaries auto-scroll with poignant text, photos trigger voiceovers.
Stealth mode introduces tension—you’re visible as a faint silhouette, prompting avoidance by ducking behind furniture or possessing light fixtures for fast travel and flickering distractions (to divert attention). Detection thrice per chapter bars compromises with the spotter, heightening stakes; it’s a clever nod to voyeurism, making eavesdropping feel illicit. Storytelling mode disables detection, ideal for narrative purists, though it dilutes immersion.
Progression ties to choices: nine chapters build a “happiness score” per character, influencing branching paths and multiple endings (eight variants, from harmonious balance to total fracture). No levels or skills—just escalating consequences, like Linda leaving temporarily if neglected. UI is minimalist: a radial menu for actions, subtle ghost-trail visuals, and end-chapter prompts (“Prioritize the book / Compromise with family”). Innovations include memory fragments for deeper lore and replay incentives (unlockable ghost backstory), but flaws abound—repetition (identical house layouts per chapter) breeds tedium, stealth feels obligatory rather than integrated, and controls (WASD/mouse) lack polish for precision hiding. At 2-4 hours per playthrough, it’s concise yet demands replays for full scope, rewarding analytical players over action seekers.
Innovative Systems and Flaws
The choice system innovates by enforcing realism—no savescumming, auto-progression forces commitment—mirroring life’s irrevocability. However, the binary (happy/neutral/unhappy) oversimplifies nuance, and stealth’s binary failure state frustrates newcomers, potentially alienating non-gamers despite accessibility options.
World-Building, Art & Sound
The game’s world is a single, cel-shaded coastal house perched on Oregon cliffs, evoking isolation through fog-shrouded windows and crashing waves (implied via ambient cues). Atmosphere builds via subtle hauntings: flickering lights, creaking floors, and the ghost’s ethereal glow create a liminal space between life and afterlife. Exploration rewards discovery—the study overflows with Dan’s notes, Tommy’s room with toys—fostering a lived-in intimacy that amplifies emotional stakes.
Visuals, crafted in Unity with cel-shading, prioritize mood over realism: soft, painterly edges and desaturated palettes (blues and grays at night) convey melancholy, warming during joyful memories. Art direction shines in details—crayon scribbles evolve organically, post-its litter Dan’s desk—contributing to a tangible sense of domestic decay. Sound design, composed by Hudson himself, is sparse yet evocative: piano-led scores swell with scare chords during possessions, underscoring tension; voice acting delivers naturalistic delivery (Tommy’s whimpers tug heartstrings). Ambient house sounds (clinking dishes, distant ocean) immerse without overwhelming, making the silence between revelations profoundly unsettling. Together, these elements craft an experience that’s more interactive novel than game, where atmosphere drives empathy, turning a static home into a character unto itself.
Reception & Legacy
Upon release, The Novelist garnered mixed reviews, reflecting its polarizing blend of introspection and minimalism. Aggregates like Metacritic (66/100 from 18 critics) and GameRankings (66.25%) highlighted divides: praise for narrative innovation (Polygon: 7.5/10, “sincere, realistic writing”) contrasted critiques of repetition and shallow mechanics (IGN: 6.5/10, “oversimplifies nuanced family dynamics”; Eurogamer: 5/10, “monotonous journey”). MobyGames averaged 80% from critics (e.g., Entertainium: 100%, “tangible role in shaping lives”) but 3.3/5 from players, with Steam’s 75% positive (1,029 reviews) echoing accessibility for story fans but frustration for gameplay seekers. Commercially, it succeeded modestly—bundled in Humble Indie Bundle 13 (2014), it reached wider audiences via $4.99 Steam pricing, amassing 71 collectors on MobyGames and steady sales.
Over time, reputation has warmed, evolving into a touchstone for indie narrative design. Nominated for “Outstanding Achievement in Story” at the 17th D.I.C.E. Awards (2014), it influenced titles like What Remains of Edith Finch (2017) and Firewatch (2016) by validating choice-heavy, empathy-driven walks. Hudson’s solo success inspired other ex-AAA devs to go indie, contributing to the genre’s maturation—proving games could tackle “adult” themes like divorce or parental guilt without violence. Its legacy endures in discussions of “art games” (TVTropes tags it as such), fostering water-cooler debates on personal values, though some decry it as more “interactive fiction” than robust game.
Conclusion
The Novelist distills the essence of compromise into a spectral haunting, where every whisper shapes destinies in a fragile family home. From Hudson’s visionary solo craft to its thematic gut-punches—juxtaposed against mechanical repetition—it affirms indie’s power to provoke introspection amid 2013’s blockbuster noise. While not flawless, its emotional authenticity elevates it beyond novelty, securing a definitive place in video game history as a pioneering family drama. Verdict: Essential for narrative enthusiasts; a reflective 8/10 that lingers like a half-remembered dream, urging replays to rewrite regrets.