- Release Year: 2017
- Platforms: Windows
- Publisher: Cascade of Leaves
- Developer: Cascade of Leaves
- Genre: Adventure
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Visual novel
Description
Anomie is a dystopian kinetic visual novel set in a world similar to our own, where a group of young individuals journeys to a mysterious city in hopes of starting a new life. Presented in a first-person perspective with anime/manga-style artwork, the game offers a philosophical and atmospheric narrative experience without traditional gameplay choices, focusing instead on its dark, oppressive story.
Gameplay Videos
Where to Buy Anomie
PC
Crack, Patches & Mods
Guides & Walkthroughs
Anomie: A Forgotten Dystopian Whisper in the Visual Novel Landscape
In the vast and ever-expanding library of indie visual novels, countless titles are released into the digital ether, only to vanish without a trace, remembered only by their creators and a handful of players. Anomie, a 2017 kinetic novel from the small developer Cascade of Leaves, stands as a poignant case study of this phenomenon. It is a game that arrived not with a bang, but with a quiet, philosophical sigh, its dystopian themes and enigmatic marketing ensuring it would remain a curious footnote rather than a celebrated classic. This review seeks to excavate Anomie from obscurity, examining its ambitious themes, its troubled journey to release, and its ultimate place as a fascinating, albeit deeply flawed, artifact of indie ambition.
Development History & Context
A Crowdfunded Enigma
Anomie was born from the crowdfunding boom of the mid-2010s, a period where platforms like Kickstarter offered a potential lifeline to niche projects. Developed by the seemingly collective-driven Cascade of Leaves—a studio whose structure appears more as a loose collaboration of contributors than a traditional company—the game was built using the accessible Ren’Py engine, a popular choice for visual novel developers.
The development cycle, as chronicled in a 2016 Cliqist article, was marked by a critical hurdle: an inability to effectively communicate its vision. The Kickstarter campaign was criticized for its “anemic pitch,” offering potential backers little more than vague philosophical musings and the promise of a dystopian setting. Journalist Serena Nelson noted that “everything hinges on the experience of playing said hour-long slice of the game. That’s something that you shouldn’t have to do with a Kickstarter campaign.” This failure to articulate a compelling premise upfront likely hampered its funding and initial audience building, setting the stage for its muted release.
Despite this, the project persevered, evidenced by multiple demo iterations released throughout 2016 and 2017. The credits list a sprawling 52 people, with 14 developers and a remarkable 38 individuals thanked, suggesting a project fueled by passion and community support rather than a hefty budget. Key figures like “Leaf” (handling producing, planning, scenario, and scripting) and artist Sunako (credited as Veera) formed the core, supported by a small international team including composer Kouichi Morita. This patchwork development, while passionate, arguably contributed to the game’s disjointed final execution.
Narrative & Thematic Deep Dive
The Weight of a Word
The title itself, Anomie, is the game’s most potent piece of storytelling. Derived from sociology, it describes a state of societal breakdown where norms and values erode, leading to a sense of purposelessness and alienation in individuals. The game’s official description, narrated by protagonist Quentin, immediately establishes this tone:
“Some would call this a dystopia. It is, after all, a time in history where your individual will cannot be respected as it once could. We are, after all, on the brink of becoming a dying breed. Or so they say, anyway.”
The plot follows Quentin, a young man who, along with other “young, healthy people,” is forcibly relocated from his ordinary life to a state-run settlement. This is framed not as a punishment, but as a necessary measure to counteract widespread “social disinterest” and “isolation”—symptoms of the very anomie the title references. The settlement is promised as a place “where futures are made, supposedly. Where free wills are neglected, presumably. Where the human race will get another chance at surviving, hopefully.”
A Kinetic Experience of Passivity
As a kinetic novel, Anomie offers no choices or branching paths. This design decision is its most brilliant and most damning narrative device. The lack of agency mechanically reinforces the game’s core theme: the negation of free will. The player, like Quentin, is a passive passenger on this journey, clicking forward through a story about having your choices taken away. It’s a meta-commentary on the genre itself, subverting the player’s expectation of influence.
The narrative introduces a cast of characters—Ben, Charlotte, Emma, and the kuudere Lorelei—who populate the school dormitory setting. Described tags from VNDB like “Unreliable Narrator,” “Societal Collapse,” and “Philosophy” suggest a story rife with questioning reality and grappling with existential dread. However, the critical consensus from its lack of reviews suggests that these themes may not have been explored with the depth or clarity required to resonate. The plot revelations hinted at in pre-release materials seemingly failed to materialize into a coherent and compelling whole for the few who played it.
Gameplay Mechanics & Systems
The Purity and Limitation of a Click
To discuss Anomie‘s gameplay is to discuss the absolute fundamentals of the visual novel format. This is a purely text-driven experience. The core gameplay loop is brutally simple: read text, click to advance, look at art, listen to music, repeat. There are no puzzles, no inventory management, no dialogue trees, and no resource systems.
The interface, built in Ren’Py, would have been standard for the engine: a text box, a backlog, save/load/options menus, and an auto-read function. The innovation lies not in its mechanics, but in its steadfast commitment to its “kinetic” nature. This makes it less a “game” in the interactive sense and more a digital novella—an experience to be absorbed rather than overcome.
For a project that promised a “unique adventure,” this lack of interactivity was a significant gamble. It placed the entire weight of the experience on the strength of its writing, pacing, and aesthetic, areas where the final product appears to have struggled to bear the load.
World-Building, Art & Sound
Aesthetic Promise in a Vacuum
From the available information, Anomie‘s most significant achievement was likely its aesthetic presentation. The game boasted high-resolution artwork (1920×1080) in an anime/manga style, a significant step up from many Ren’Py projects of the era. Artist Sunako (Veera) provided the character designs and artwork, giving the game a professional visual sheen.
The soundtrack, contributed to by a small group including Kouichi Morita and Isak Björn Hedlund, was tasked with building the oppressive, melancholic atmosphere of a crumbling world. Sound design is crucial in a kinetic novel, as it must carry the emotional weight that player interaction would normally shoulder.
The setting—a modern-day fictional world on the brink of collapse, featuring state-mandated settlements and dormitories—evokes classic dystopian tropes. The art and sound were meant to sell the eerie contrast between the familiar (school life) and the unsettling (state-enforced conformity). While the pieces were in place, the ultimate synthesis of these elements into a truly immersive world seems to have been lacking, leaving it feeling more like a collection of assets than a cohesive whole.
Reception & Legacy
The Sound of Silence
Anomie’s reception can be summarized by one stark fact: a near-total absence of it. As of its release and in the years since, it has garnered no professional critic reviews on Metacritic or MobyGames. On Steam, it has only four user reviews, too few to even generate a score. The Steam community hub is a ghost town, with a single discussion thread from 2017 complaining about its regional pricing. Data from PlayTracker estimates a player base of around 3,000, with effectively zero active players—a testament to its failure to capture or retain an audience.
Its legacy is not one of influence or acclaim, but of caution and curiosity. It serves as a case study in the challenges of marketing a narrative-heavy indie game, especially one that deliberately withholds information and relies on a demo to sell its concept. It highlights the immense risk of creating a purely kinetic experience in a genre where player agency is often a key draw.
While it may have aimed for the philosophical heights of works like The Stanley Parable (which explores narrative futility) or dystopian visual novels like Digital: A Love Story, Anomie lacked the sharp writing, clever subversion, or compelling hook to reach those heights. It remains an obscure reference, a game that exists more as a set of metadata and credits than as a living piece of art in the community’s consciousness.
Conclusion
Anomie is a fascinating failure. It is a game built around a powerfully relevant thematic premise—societal alienation and the erosion of self—and it made the brave, albeit commercially suicidal, decision to mirror that theme in its completely non-interactive gameplay. Its development history reveals a passionate but perhaps misguided team that could not effectively communicate its vision to the world.
Ultimately, its ambition outstripped its execution. The pieces of a compelling experience were there: a strong central concept, a professional art style, and a dedicated team. Yet, these pieces failed to coalesce into a narrative that could engage players or critics, leaving it to languish in the deepest corners of digital storefronts.
Verdict: Anomie is not a lost masterpiece. It is a philosophical artifact, a proof-of-concept for a theme that ultimately proved too abstract to sustain its own weight. For the dedicated historian of indie games or the visual novel format, it represents an interesting cul-de-sac in the genre’s evolution—a road not taken, and for understandable reasons. For the average player, however, it remains a forgotten whisper of a dystopia that never was, a lesson that even the most potent themes require compelling execution to survive.