Curtain

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Description

Curtain is a short narrative game set in Glasgow, Scotland in 2013, where players experience the abusive relationship of Ally Harrison, a queer woman, and her punk bandmate Kaci Hudson. From a first-person perspective, players explore the couple’s apartment over several days, with Ally’s internal thoughts and Kaci’s controlling comments displayed simultaneously, immersing them in the oppressive atmosphere of domestic abuse through simple pixel art and visual novel elements.

Where to Buy Curtain

PC

Curtain Reviews & Reception

theactionpointspodcast.com : It plays true to its subject matter in a way not usually seen in games.

theabsolutemag.com : Curtain is about a relationship that turns sour and abusive.

Curtain Cheats & Codes

North American and European Version

Select the ‘Settings’ option at the main menu, and choose the ‘Enter Passwords’ selection.

Code Effect
Why so serious? Unlocks three copies of Normal Warrior of Light card
Light it up Unlocks three copies of Rare Warrior of Light card
Ephemeral beauty Unlocks three copies of Normal Princess Sarah card
Big sister Unlocks three copies of Rare Princess Sarah card
What? It’s free! Unlocks three copies of Normal Firion card
A man of passion Unlocks three copies of Rare Firion card
Mysidia Unlocks three copies of Normal Minwu card
Real age unknown Unlocks three copies of Rare Minwu card
That onion kid Unlocks three copies of Normal Onion Knight card
Late bloomer Unlocks three copies of Rare Onion Knight card
There’s not just one Unlocks three copies of Normal Cid card
Wheel of Time Unlocks three copies of Rare Cid card
Handy in a pinch Unlocks three copies of Normal Cecil card
Future King Unlocks three copies of Rare Cecil card
Crybaby! Unlocks three copies of Normal Rydia card
Grew up pretty fine Unlocks three copies of Rare Rydia card
Actually blond Unlocks three copies of Normal Kain card
The original Dragoon Unlocks three copies of Rare Kain card
Two-faced prince Unlocks three copies of Normal Edge card
Has a great arm Unlocks three copies of Rare Edge card
Three stars Unlocks three copies of Normal Bartz card
Harem party Unlocks three copies of Rare Bartz card
Can rock a dress Unlocks three copies of Normal Faris card
Flames of Courage Unlocks three copies of Rare Faris card
Papa, Papuuu! Unlocks three copies of Normal Lenna card
Waves of Devotion Unlocks three copies of Rare Lenna card
Who am I? Unlocks three copies of Normal Galuf card
Warriors of Dawn Unlocks three copies of Rare Galuf card
What is love? Unlocks three copies of Normal Terra card
Moogle lover Unlocks three copies of Rare Terra card
Bleeeuuugh!!! Unlocks three copies of Normal Locke card
Treasure Hunter Unlocks three copies of Rare Locke card
Runic Unlocks three copies of Normal Celes card
Opera Floozy Unlocks three copies of Rare Celes card
Machinery Unlocks three copies of Normal Edgar card
Ladies’ Man Unlocks three copies of Rare Edgar card
Chocobo-head Unlocks three copies of Normal Cloud card
Not interested Unlocks three copies of Rare Cloud card
Flowergirl Unlocks three copies of Normal Aerith card
I want to meet you Unlocks three copies of Rare Aerith card
My fists are my weapon! Unlocks three copies of Normal Tifa card
Orthopedic Underwear Unlocks three copies of Rare Tifa card
All for Marlene Unlocks three copies of Normal Barret card
Gimmick Arm Unlocks three copies of Rare Barret card
The Promised Land Unlocks three copies of Normal Sephiroth card
Brings the despair Unlocks three copies of Rare Sephiroth card
The aloof warrior Unlocks three copies of Normal Squall card
Legendary SeeD Unlocks three copies of Rare Squall card
The sorceress’s pet Unlocks three copies of Normal Seifer card
Fire Cross Unlocks three copies of Rare Seifer card
Lost in space Unlocks three copies of Normal Rinoa card
Stronger than Squall Unlocks three copies of Rare Rinoa card
My manly charm Unlocks three copies of Normal Laguna card
I’m the prez! Unlocks three copies of Rare Laguna card
Loves chasing tail Unlocks three copies of Normal Zidane card
You’re not alone Unlocks three copies of Rare Zidane card
Ornitier Unlocks three copies of Normal Vivi card
A bit of a klutz Unlocks three copies of Rare Vivi card
Ooo, soft Unlocks three copies of Normal Garnet card
Can’t concentrate Unlocks three copies of Rare Garnet card
Madain Sari Unlocks three copies of Normal Eiko card
Spare summoner Unlocks three copies of Rare Eiko card
Star players first! Unlocks three copies of Normal Tidus card
The Zanarkand Abes Unlocks three copies of Rare Tidus card
Heterochromia Unlocks three copies of Normal Yuna card
Like father, like daughter Unlocks three copies of Rare Yuna card
My story! Unlocks three copies of Normal Auron card
Bushido Unlocks three copies of Rare Auron card
What a dad Unlocks three copies of Normal Jecht card
I hate you, Dad Unlocks three copies of Rare Jecht card
Lady Karababa Unlocks three copies of Normal Shantotto card
I rhyme in time Unlocks three copies of Rare Shantotto card
Aww, hell! Unlocks three copies of Normal Prishe card
Knuckle sandwich Unlocks three copies of Rare Prishe card
Nashmeira Unlocks three copies of Normal Aphmau card
Puppetmaster Unlocks three copies of Rare Aphmau card
Time Traveler Unlocks three copies of Normal Lilisette card
Mayakov’s star Unlocks three copies of Rare Lilisette card
Two a’s please Unlocks three copies of Normal Vaan card
How old are you again? Unlocks three copies of Rare Vaan card
Crowned at nineteen Unlocks three copies of Normal Ashe card
Balthier! Unlocks three copies of Rare Ashe card
Leading man Unlocks three copies of Normal Balthier card
Actually Ffamran Unlocks three copies of Rare Balthier card
Middle sister Unlocks three copies of Normal Fran card
Not your plaything Unlocks three copies of Rare Fran card
Not your sister Unlocks three copies of Normal Lightning card
Claire Farron Unlocks three copies of Rare Lightning card
Crazy about Serah Unlocks three copies of Normal Snow card
Stubble of love Unlocks three copies of Rare Snow card
Now we’re even! Unlocks three copies of Normal Hope card
Teen rebellion Unlocks three copies of Rare Hope card
Sleeping beauty Unlocks three copies of Normal Vanille card
Hecatoncheir Unlocks three copies of Rare Vanille card
Scions of the Seventh Dawn Unlocks three copies of Normal Y’shtola card
Sharlayan native Unlocks three copies of Rare Y’shtola card
Benjamin Unlocks three copies of Normal Benjamin card
Unknown hero Unlocks three copies of Rare Benjamin card
Alma! Unlocks three copies of Normal Ramza card
Ever the squire Unlocks three copies of Rare Ramza card
Holy Knight Unlocks three copies of Normal Agrias card
Holy knight Unlocks three copies of Rare Agrias card
Yunie Unlocks three copies of Normal Yuna #2 card
Defeated Sin Unlocks three copies of Rare Yuna #2 card
Al Bhed Unlocks three copies of Normal Rikku card
Astraphobia Unlocks three copies of Rare Rikku card
Kick its ass Unlocks three copies of Normal Paine card
Give me a break. Unlocks three copies of Rare Paine card
Myrrh drops Unlocks three copies of Normal Cairan card
Caravan man Unlocks three copies of Rare Cairan card
7th Heaven Unlocks three copies of Normal Tifa #2 card
Perfect hourglass Unlocks three copies of Rare Tifa #2 card
You’re not the only hero! Unlocks three copies of Normal Zack card
The puppy dog Unlocks three copies of Rare Zack card
Barefooted goddess Unlocks three copies of Normal Cosmos card
This ends now Unlocks three copies of Rare Cosmos card
Master of illusion Unlocks three copies of Normal Chaos card
Ultimate Chaos Unlocks three copies of Rare Chaos card
Can sleep anywhere Unlocks three copies of Normal Ace card
Loves chocobos Unlocks three copies of Rare Ace card
Bolt Rapiers Unlocks three copies of Normal Machina card
Never skips class Unlocks three copies of Rare Machina card
Cough cough Unlocks three copies of Normal Rem card
MP not an issue Unlocks three copies of Rare Rem card
Fights with a moogle Unlocks three copies of Normal Serah card
Ultima Arrow Unlocks three copies of Rare Serah card
A future that has people Unlocks three copies of Normal Noel card
Loves Adamantoise Unlocks three copies of Rare Noel card
The savior Unlocks three copies of Normal Lightning #2 card
Back again Unlocks three copies of Rare Lightning #2 card
Handy in a race Unlocks three copies of Normal Chocobo card
Does dungeons, too Unlocks three copies of Rare Chocobo card
I’m stuffed! Unlocks three copies of Normal Fat Chocobo card
Supersized Unlocks three copies of Rare Fat Chocobo card
Hot dance moves Unlocks three copies of Normal Moogle card
No touching the tail Unlocks three copies of Rare Moogle card
Quite the ensemble Unlocks three copies of Normal Curtain Call Heroes card
Heroines, too Unlocks three copies of Rare Curtain Call Heroes card
Chocobo Kick Unlocks three copies of Normal Chocobo card
Loyal steed Unlocks three copies of Rare Chocobo card
Want a ride? Unlocks three copies of Normal Shiva card
Cool beauty Unlocks three copies of Rare Shiva card
Wise mage Unlocks three copies of Normal Ramuh card
Thunder clap Unlocks three copies of Rare Ramuh card
Fiery demon Unlocks three copies of Normal Ifrit card
Fire master Unlocks three copies of Rare Ifrit card
He’ll cut you down Unlocks three copies of Normal Odin card
Clippity-clop Unlocks three copies of Rare Odin card
The Dragon King Unlocks three copies of Normal Bahamut card
THE summon Unlocks three copies of Rare Bahamut card
Round Island Unlocks three copies of Normal Knights of the Round card
Ultimate End Unlocks three copies of Rare Knights of the Round card
Fiend of Earth Unlocks three copies of Normal Lich card
Living corpse Unlocks three copies of Rare Lich card
Garland Unlocks three copies of Normal Chaos card
Evil incarnated Unlocks three copies of Rare Chaos card
Do not approach Unlocks three copies of Normal Captain card
Rebels!? Unlocks three copies of Rare Captain card
Cannot be beat? Unlocks three copies of Normal Black Knight card
Dark armor Unlocks three copies of Rare Black Knight card
Ungaahhhh! Unlocks three copies of Normal Emperor card
No known aliases Unlocks three copies of Rare Emperor card
Physical immunity Unlocks three copies of Normal Hein card
One styling skeleton Unlocks three copies of Rare Hein card
Ha Unlocks three copies of Normal Xande card

Japanese Version

From the Main Menu, select ‘Config’ and then ‘Password’.

Code Effect
majimeka! Unlocks three copies of Normal Warrior of Light card
hakanagebijo Unlocks three copies of Normal Princess Sarah card
TADAdashi! Unlocks three copies of Normal Firion card
MISHIDIA Unlocks three copies of Normal Minwu card
NEGIbouzu Unlocks three copies of Normal Onion Knight card
takusaniru Unlocks three copies of Normal Cid card
kabaunogatokui Unlocks three copies of Normal Cecil card
yowamushi! Unlocks three copies of Normal Rydia card
kabutonoshitahakinpatsu Unlocks three copies of Normal Kain card
fukumenouji Unlocks three copies of Normal Edge card
hoshimittsu! Unlocks three copies of Normal Bartz card
DORESUmoniau Unlocks three copies of Normal Faris card
papupapuU Unlocks three copies of Normal Lenna card
kiokusoushitsu Unlocks three copies of Normal Galuf card
aittenani? Unlocks three copies of Normal Terra card
funayoigerogero Unlocks three copies of Normal Locke card
mafuuken Unlocks three copies of Normal Celes card
MASHI-NARI- Unlocks three copies of Normal Edgar card
CHOCOBOatama Unlocks three copies of Normal Cloud card
kyouminaine Unlocks three copies of Rare Cloud card
ohanaichiGIRI Unlocks three copies of Normal Aerith card
kobushigabuki Unlocks three copies of Normal Tifa card
MARINinochi Unlocks three copies of Normal Barret card
yakusokunochi Unlocks three copies of Normal Sephiroth card
kokounosenshi Unlocks three copies of Normal Squall card
densetsunoSHI-DO Unlocks three copies of Rare Squall card
majonoPETTO Unlocks three copies of Normal Seifer card
zantetsukengaeshi Unlocks three copies of Rare Seifer card
omasenashoukanshi Unlocks three copies of Rare Eiko card
ZANARUKANDOEIBUSU Unlocks three copies of Rare Tidus card
chichioyayuzuri Unlocks three copies of Rare Yuna card
masamunegenkaitoppa Unlocks three copies of Rare Auron card
bukiyounaotousan Unlocks three copies of Rare Jecht card
denkahajuukyuusai Unlocks three copies of Normal Ashe card
shujinkou Unlocks three copies of Normal Balthier card
sanshimainojijo Unlocks three copies of Normal Fran card
dareganeesanda Unlocks three copies of Normal Lightning card
SERAnikubittake Unlocks three copies of Normal Snow card
oaikodesu! Unlocks three copies of Normal Hope card
nemurihime Unlocks three copies of Normal Vanille card
akatsukinoketsumei Unlocks three copies of Normal Y’shtola card
BENJAMIN Unlocks three copies of Normal Benjamin card
ARUMA!! Unlocks three copies of Normal Ramza card
HO-RI-NAITO Unlocks three copies of Normal Agrias card
YUUNAn Unlocks three copies of Normal Yuna (2nd ver) card
RItantou Unlocks three copies of Normal Rikku (2nd ver) card
PAtantou Unlocks three copies of Normal Paine card
MIRURAnoshizuku Unlocks three copies of Normal Ciaran card
KU-RUBYU-TI Unlocks three copies of Rare Shiva card
raitei Unlocks three copies of Rare Ramuh card
shakunetsunoou Unlocks three copies of Rare Ifrit card
PAKARATTPAKARATT Unlocks three copies of Rare Odin card
shoukanjyuudaihyou Unlocks three copies of Rare Bahamut card
UBOA- Unlocks three copies of Normal Koutei card
harunoSUPURIMIRYO-NE Unlocks three copies of Rare Scarmiglione card
fuyunoWINATTSO Unlocks three copies of Rare Cagnazzo card
akinoFO-RISHIA Unlocks three copies of Rare Barbariccia card
natsunoSAMAKANTE Unlocks three copies of Rare Rubicante card
iidesutomo! Unlocks three copies of Rare Golbez card
BURAKKUHO-RU Unlocks three copies of Rare Zeromus card
e-pi-pi-kasegi Unlocks three copies of Normal Objet D’art card
ZEZAtoikkiuchi Unlocks three copies of Normal Enkidu card
genjinokote Unlocks three copies of Normal Gilgamesh card
youshanashi Unlocks three copies of Normal Omega card
otakara?! Unlocks three copies of Normal Shinryu card
mugadaisuki Unlocks three copies of Normal Exdeath card
KAME(E)(E)(E)(TT)-! Unlocks three copies of Rare Exdeath card
BAKKUATAKKU Unlocks three copies of Normal Magitek Armor card
ORUchan Unlocks three copies of Normal Ultros card
hanaiki Unlocks three copies of Normal Typhon card
totsuzenkuruyo Unlocks three copies of Normal Deathgaze card
RAIJINGUSAN Unlocks three copies of Normal Diamond Weapon card
ROIYARUKURAUN Unlocks three copies of Rare Tonberry King card
suttenkororin Unlocks three copies of Rare Giguantar card
SHI-DOdaikirai Unlocks three copies of Rare Edea card
yasumuhimanakuyonrensen Unlocks three copies of Rare Ultimecia card
HIGYUTT Unlocks three copies of Rare Black Waltz 3 card
KARAFURUBO-RU Unlocks three copies of Normal Ozma card
FUREASUTA- Unlocks three copies of Normal Trance Kuja card
shinnoRASUBOSU Unlocks three copies of Normal Necron card
hanoSUFIA Unlocks three copies of Normal Anima card
ichigekinojihi Unlocks three copies of Normal Seymor Natus card
AJYORAsandaikaiten Unlocks three copies of Rare Ultima, The High Seraph card
dokuGASU Unlocks three copies of Normal Green Dragon card
GURANDOSO-DO Unlocks three copies of Normal Iron Giant card
shinosenkoku Unlocks three copies of Normal Ahriman card
suikomu Unlocks three copies of Normal Sand Worm card
kyodainatori Unlocks three copies of Normal Zu card
nakamihanaisho Unlocks three copies of Normal Magic Pot card
ERIKUSA-choudai! Unlocks three copies of Rare Magic Pot card
yuuwaku Unlocks three copies of Normal Lamia card
jirijirisemaru Unlocks three copies of Normal Tonberry card
DERUTAATAKKU Unlocks three copies of Normal Mover card
kougekiataranai Unlocks three copies of Normal Cactuar card
PANchira Unlocks three copies of Normal Hill Gigas card
BURASUTA- Unlocks three copies of Normal Coeurl card
GYOGYO! Unlocks three copies of Normal Sahagin card
jihibiki Unlocks three copies of Normal Adamantoise card
bokka-n! Unlocks three copies of Normal Bomb card
bo(tt)(tt)(tt)(tt)ka-n!!! Unlocks three copies of Rare King Bomb card
bannouyakumotta? Unlocks three copies of Rare Malboro card
KUSAsabaizou Unlocks three copies of Rare Great Malboro card
KARAMERUSO Unlocks three copies of Rare Flan card

Curtain: A Semester in the Life of a Pixelated Nightmare

Introduction: An Uncomfortable Mirror

In the vast, often-sublime library of video games, few titles achieve the rare alchemy of being simultaneously potent, painful, and profoundly important. Curtain (2014), a half-hour interactive narrative from the one-person studio DREAMFEEL (Llaura McGee), is one such artifact. It is not a game about fun, empowerment, or escapism. It is, in the words of its creator, an experience about being “overwhelmed” and “stifled.” Set in a grimy, pixelated Glasgow apartment in 2013, it places you in the worn sneakers of Ally Harrison, a queer artist and bassist in the punk band Kaci’s Party, who is trapped in an abusive relationship with the band’s volatile frontwoman, Kaci Hudson. What unfolds is less a conventional plot and more a relentless, claustrophobic excavation of coercive control, gaslighting, and the slow, grinding erosion of self. Curtain’s legacy is not one of commercial blockbuster status or pervasive cultural saturation, but of extraordinary critical reverence and a stubborn, vital insistence that the medium can—and must—hold a mirror to the darkest, most normalized corners of human experience, particularly within queer communities. This review argues that Curtain is a landmark of “interface horror” and phenomenological game design, using its extreme formal constraints—visual, textual, and mechanical—to translate the psychology of abuse into an embodied, unforgettable player experience. Its simplicity is its devastating strength, making it a cornerstone of arthouse, queer, and “empathy” game discourse.

Development History & Context: Punk Ethos in a Unity Engine

Curtain emerged from the singular vision of Llaura McGee, operating under the DREAMFEEL moniker, an Irish developer deeply embedded in the online queer games milieu of the early 2010s. This was a period defined by a grassroots, anti-commercial ethos: the idea that “anybody can create a game” and “anything can be a game” was a rallying cry against the escalating costs and AAA homogeneity of the era. Platforms like itch.io were fertile ground for raw, personal, and politically charged work. McGee has stated the game was partially inspired by the experiences of people close to her and, subsequently, by her own intense personal trauma—a relationship that “consumed my entire life.” This autobiographical core, filtered through a punk sensibility, is fundamental to its authenticity.

Technologically, Curtain was built in Unity using the Fungus middleware, a plugin designed to facilitate visual novel and dialogue-heavy games without requiring extensive programming. This choice is telling: it prioritized narrative expression over complex systems. The resulting visual style—described by McGee as intentionally “ugly and rough and garish”—was a direct rebellion against photographic realism. She wanted something “alive, even when you’re not doing anything. That its skin is slowly crawling.” The pixelated, neon-drenched apartment, rendered in jarring primary colors, was not a technical limitation but a deliberate, affective design decision meant to evoke discomfort and disorientation.

The 2014 release placed Curtain within a specific indie landscape. It arrived after seminal “walking simulator” experiences like Dear Esther (2012) and Gone Home (2013), which proved first-person exploration could carry profound narrative weight. However, Curtain subverted the exploratory freedom of those games. Where Gone Home used a lovingly detailed space to tell a story of queer discovery, Curtain uses a deliberately confusing, oppressive space to tell a story of queer entrapment. Its acclaim—winning AMaze 2015’s Grand Prize and the Best Game Script award from the Writers Guild of Ireland—signaled a recognition within festival circuits and writing circles that its approach was groundbreaking. It existed at the crossroads of the art game, the queer game, and the narrative game, refusing to be neatly categorized.

Narrative & Thematic Deep Dive: The Banality of Control

The narrative of Curtain is structurally simple but thematically dense, unfolding over a few key days following a gig. Its genius lies in its dual-text mechanic, which becomes the primary vessel for its psychological horror.

  • The Dual-Text Architecture: The screen is permanently trisected. The top third (usually white) displays Ally’s internal thoughts, addressed in the second person (“You feel…”, “You remember…”). This is a crucial formal choice. By making the player the “you,” the game collapses the distance between player and protagonist, implicating you directly in Ally’s perceptions and failures. You are not observing Ally; you are forced to be her, thinking her thoughts.
    The bottom third (a perpetual, oppressive blue) is reserved for Kaci’s commentary. This is not dialogue in a traditional sense; it is a relentless, real-time stream of consciousness from the abuser. She critiques Ally’s observations, dismisses her memories, insults her art (“lazy lump”), isolates her from friends (“I don’t like Rebecca”), and weaponizes intimacy (“Let me kiss, you know you like it”). The middle sliver is the blurry, pixelated 3D environment you must navigate to progress.
    This interface is the game’s central metaphor: Kaci’s voice is an inescapable, omnipresent layer of reality, permanently imposed upon Ally’s—and the player’s—worldview. There is no mashing a button to skip it; it is as constant as the air in the apartment.

  • Characterization as Pathology: Ally is not a traditional hero. She is in a state of perpetual justification, her thoughts often tangled with self-doubt and a desperate need to see the best in Kaci. Her creativity (her art, her songwriting) is slowly choked by Kaci’s disdain. Kaci, conversely, is a masterpiece of nuanced villainy. McGee insists Kaci is “human,” and that is what makes her so terrifying. She is not a cartoonish monster but a deeply troubled, creative, and charismatic person whose own misery manifests as a need to dominate. Her abuse is a toxic fusion of romantic angst (“We can pretend we are wherever we want”) and brutal control. The game brilliantly shows how abusers often see themselves as the victim, with Kaci spiraling into depression and self-loathing after an assault she committed gets the band dropped. Her cruelty is a projection of her own worthlessness.

  • Themes of Queer Specificity: Curtain rejects a universal “abuse is abuse” simplicity. It is steeped in queer context:

    1. The “Dream House”: Like Carmen Maria Machado’s In the Dream House, the apartment is a site where love and violence are inextricably fused. It’s a queer shared space of punk music, artistic collaboration, and mutual—then coercive—care.
    2. Family & Community Erosion: Kaci’s isolation tactics target Ally’s connections to her family and the broader queer community (e.g., forbidding her from seeing the concerned friend Rebecca). This taps into a specific fear for many queer individuals: that their chosen family or biological family might be the only tether to safety, and that an abuser will sever it.
    3. Lack of Blueprint: As noted in the Immerse essay, there is no singular script for a “queer relationship.” This can make recognizing abuse harder, as it doesn’t fit a heteronormative template. Curtain shows a relationship that begins with the charged excitement of a punk romance, making its descent feel like a specific betrayal of that initial euphoria.
  • Temporal Dislocation & “Queer Time”: The game messes with chronology. Memories from the past (a happier time, the moment of a key betrayal) are accessed by interacting with objects in the present-day apartment. This creates a non-linear, “queer time” (per Jack Halberstam) where the past is not past, and the trauma is constantly being re-contextualized in the present moment of abuse. The bathroom serves as a liminal “in-between” space—a literal portal connecting the “past” and “future” versions of the apartment—where Ally (and the player) can temporarily pause the relentless forward march of Kaci’s narrative control.

Gameplay Mechanics & Systems: The Oppressive Interface as Antagonist

Curtain presents a deceptively simple interaction model that becomes a conduit for psychological immersion.

  • Core Loop & Environment: The player moves in a first-person perspective through a small, low-resolution apartment (and a bathroom corridor). Interactable objects—a guitar, photos, a phone, a cat named Toast—glow subtly. The goal is to examine all relevant objects to trigger the next narrative beat. The game is not about puzzle-solving but about bearing witness and enduring. The environment is purposefully disorienting. Walls and objects blur into “a jumbled of garish red, blue, and green pixels,” making spatial orientation difficult. This visual chaos mirrors Ally’s fractured mental state and the “unclear boundaries” of her abusive situation.

  • The Text-Based Antagonism: This is the game’s sole, genius “system.” The dual-text mechanic is not a UI choice; it is the primary gameplay. The player’s “action” is simply existing in the space while two conflicting narratives fight for dominance. Kaci’s box is larger, more frequent, and more emotionally charged. Ally’s voice is quieter, frequently interrupted or overwritten. The system simulates the experience of having one’s inner monologue policed and dismissed. Critically, the game does not allow you to “win” by ignoring Kaci. You cannot progress until her commentary has been aired for that object. You must listen.

  • Progression & Agency (The Lack Thereof): Progression is linear and forced. There is no branching path, no player choice that alters the narrative. This absence of conventional agency is the point. The player is a helpless bystander, mirroring Ally’s own trapped position. You cannot intervene, console, or rebel. You can only move, click, and absorb. The only moment of true player agency is in the bathroom, where you can linger in the shower corridor or stare at the mirror—small respites where Kaci’s text box (usually) disappears, offering a fleeting sense of mental privacy.

  • The Ending & “Infinite” Failure: The game concludes when all narrative threads are resolved. The final scene, after Ally has left, is starkly calmer visually, but the trauma lingers. Most deviously, as noted by Luca Colosso of creepygaming.net, “if you don’t go through all the dramatic hardships, the game will keep on running forever.” Refusing to engage with the painful objects leaves you in a purgatorial loop within the apartment. This is a brilliant mechanical metaphor for the way unresolved trauma or indecision can trap a survivor in a cycle of reliving the abuse. The game only ends when you have fully processed the story on its terms.

  • Flaws as Features: What some players might cite as flaws—the nausea-inducing pixelation, the frustrating text occlusion, the lack of traditional interactivity—are the very elements the critical consensus (Polygon, KillScreen, CVGS) identifies as essential to its immersive horror. The discomfort is the point. As one itch.io commenter stated, the game “hit home in so many ways… I see myself in Ally very easily.”

World-Building, Art & Sound: The Aesthetics of Disorientation

Curtain’s world is a masterclass in using aesthetic minimalism to convey maximum psychological unease.

  • Visual Design & “Skin Crawling”: The apartment is a pastel nightmare. Walls shift between pink, purple, and sickly green. Objects—a bed, a mirror, a window—are rendered in a low-res, “jagged pixel” style that makes them feel unstable, like a bad dream or a memory degrading. McGee wanted the visuals to feel “alive” and “crawling.” This isn’t just a stylistic quirk; it externalizes Ally’s perception. Her world is literally blurry, overwhelming, and hard to parse because her reality is being rewritten by Kaci’s abuse. The contrast is stark in the “future” apartment post-breakup, where colors are “more subdued, and the surroundings become clearer,” showing a mind beginning to regain its bearings. Yet, even then, the bathroom mirror brings back the saturated, fuzzy distortion—the trauma that “faded” but is never truly gone.

  • Sound Design & Silence: Sound is used sparingly but effectively. The itch.io page lists two tracks: ‘Midnight Cassette’ by Frank Nora and ‘Occasion for War’ by Rations. These likely underscore the punk band backstory and the lurking violence. More powerful, however, is the strategic use of silence. When Kaci’s text box is absent, as in the bathroom, the quiet is profound. It’s a rare auditory safe space. Most of the “soundtrack” is the player’s own mental voice and the intrusive inner monologue of Kaci, creating an intimate, internalized horror.

  • The Apartment as Character: The setting is not just a backdrop; it is the physical manifestation of the abusive relationship. Every object is a trigger or a site of contested memory. The bed where intimacy and assault happen. The phone, a tool for connection that Kaci weaponizes. The guitar, Ally’s creative outlet that Kaci disparages. The apartment is both a home and a prison, its boundaries as unclear as the pixelated walls. As Kaci ominously states while looking out the window: “We can see the city from here… It looks like any city. We can pretend we are wherever we want.” The game suggests this horror could be anywhere, in any queer domestic space.

Reception & Legacy: From Distribution Controversy to Academic Canon

Curtain‘s reception trajectory is as nuanced as the game itself.

  • Initial Critical Response (2014-2015): Critics immediately recognized its power. Danielle Riendeau at Polygon, who had personal experience with abuse, called it “heartbreaking” and “so dead-on that they broke my heart.” Chris Priestman (KillScreen) noted its grim, unavoidable tension: “You know this is going to happen from the start.” It was praised for its unflinching, non-sensationalist portrayal of queer intimate partner violence (IPV)—a subject glaringly absent from mainstream games. Its awards (AMaze, WGI) cemented its status as a significant narrative achievement in the indie scene.

  • The Game Jolt Incident (January 2022): The game’s most infamous legacy moment came when it was summarily pulled from distribution on Game Jolt. The platform cited its policy against content that “depicts, solicits, promotes, normalizes, or glorifies… sexual violence.” This was a catastrophic misreading. Curtain depicts the psychological and verbal mechanisms of abuse; nothing is explicitly sexual or graphically violent. The controversy highlighted a persistent problem in game distribution: platforms’ inability to distinguish between gratuitous exploitation and necessary, critical depictions of trauma. McGee’s public response was a masterclass in clarity, defending the game’s purpose. This event became a touchstone in discussions about platform censorship and the policing of “safe” narratives in games.

  • Academic & Theoretical Canonization: Curtain swiftly moved beyond game journalism into academic discourse. Whitney Pow’s 2018 article “Reaching Toward Home: Software Interface as Queer Orientation” in Velvet Light Trap is pivotal. Pow argues the game centralizes “the experience of being structurally disempowered, unsafe, and unable to move freely,” using its interface and pixelation to produce “queer orientations and phenomenologies.” The game is now taught in game studies courses as a prime example of:

    • Phenomenological Game Design: Where the mechanics are the feeling.
    • Queer Game Making: resistant to AAA norms, personal, politically urgent.
    • The Limits of Representation: How to show the structure of abuse rather than just its events.
  • Player Testimony & Cult Status: On itch.io, where it remains available (with a “pay what you want” model reflecting its creator’s anti-capitalist, accessible ethos), player reviews are a somber litany of recognition. Phrases like “hit too close to home,” “rings true to life,” “cathartic,” and “thank you for making it” are common. For many survivors of abuse, especially within queer communities, it is a rare and validating digital artifact. It has achieved a quiet, profound cult status among those who seek games that grapple with difficult truths.

  • Influence: Its influence is subtle but pervasive. It paved the way for—and is often cited alongside—other intense, personal narrative games about trauma from marginalized perspectives, such as If Found… (also by DREAMFEEL/McGee), Rainswept (2018), and even the emotional weight of Tell Me Why (2020). It demonstrated that a game could be visually simple, mechanically sparse, and yet be a devastatingly effective piece of social commentary. It expanded the definition of what a “gameplay loop” could be: from one of reward to one of endured revelation.

Conclusion: An Indelible Scar on the Medium

Curtain is not a game you “like.” It is a game you endure and, for those it resonates with, remember. Its 20-30 minute runtime is a mercy; any longer would risk breaking the player. Its genius is in the perfect alignment of form and content: the garish pixels are Ally’s anxious perception; the permanent text box is Kaci’s unshakable voice; the lack of choice is the prisoner’s reality; the muted, clear final apartment is the fragile calm after the storm, with the fuzzy mirror a permanent reminder of damage done.

Its historical importance lies in three pillars:
1. It centered queer IPV with a specificity and lack of melodrama that was virtually unprecedented in the medium.
2. It weaponized its own minimalism, proving that oppressive atmosphere and profound thematic depth could be achieved without complex systems or high-fidelity graphics.
3. It sparked vital, ongoing conversations about platform responsibility, the difference between depicting trauma and exploiting it, and the role of the artist in processing personal pain for public consumption.

Curtain’s place in history is secure not as a beloved classic, but as a crucial artifact—a difficult, beautiful, and brutal piece of work that expanded the emotional and political vocabulary of video games. It is a testament to the idea that the most powerful game mechanics are sometimes the ones that strip away power from the player, forcing them to sit in the unbearable space of someone else’s reality. For that, it is unforgettable. It is, in the truest sense, a work of art that uses the language of games to draw a curtain back on a darkness many prefer to ignore, and in doing so, lets a little terrifying, necessary light in.

Final Verdict: 9.5/10 – A landmark of phenomenological and queer game design. Its discomfort is its purpose, its brevity its power. An essential, harrowing experience for anyone serious about the medium’s capacity for hard truths.

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