- Release Year: 2020
- Platforms: Linux, Macintosh, Windows
- Developer: Art Interactive
- Genre: Adventure
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Graphic adventure, Point and select
- Setting: Detective, Mystery
- Average Score: 59/100

Description
Femida is a nonlinear, story-driven point-and-click adventure game set in a dystopian world emerging from a violent revolution, where the State transitions from totalitarianism to a fledgling republic. Players assume the role of Demian Mardoch, a judge in the capital city of Metropolis, tasked with presiding over cases that involve moral dilemmas while simultaneously investigating the mysterious disappearance of his father during the upheaval. The game blends judicial decision-making with a personal detective quest, featuring branching narratives, multiple endings, and a unique perspective on justice and authority in a society in flux.
Where to Buy Femida
PC
Femida Reviews & Reception
metacritic.com (59/100): Femida is a pretty unique approach to point-and-click games and some of the dialogues, especially in the Court, are smart and well written. On the other side, the game lacks a coherent rhythm in its storytelling and is plagued by some faults in game designing.
doctorsofgaming.com : Femida is a game that had promise and an intriguing setting, but it’s not explored well enough.
web.phenixxgaming.com : I quite like the fact that Femida makes a point of encouraging you not to do that and to actually think carefully about what sorts of reports you’ll need.
ageekgirlsguide.com : In the end, this game is fine. It had a very interesting concept but did not deliver fully.
Femida: The Unfinished Revolution of a Judge Simulator
Introduction: The Gavel’s Echo in an Empty Courtroom
In the crowded landscape of narrative-driven indie games, few titles arrive with a premise as conceptually fertile as Femida. Conceived as a “Judge Simulator” set in a freshly revolutionary dystopia, it promised to place players in the singular role of a lottery-appointed judge, navigating moral quagmires, public opinion, and a deeply personal mystery. Developed by the enigmatic solo artist Roman Loznevoy under the banner of Art Interactive, the game emerged from a protracted development cycle marked by personal struggle and a stated ambition to explore the foundations of justice. However, a definitive verdict on Femida must be rendered not on its ideas, but on its execution. This review argues that Femida is a profound case of squandered potential—a game whose core mechanics and thematic underpinnings are repeatedly undermined by catastrophic production values, specifically its translation, buggy implementation, and tonal dissonance, rendering it a fascinating artifact of ambition gone awry rather than a functional work of interactive fiction.
Development History & Context: A Labor of Love, and of Pain
Femida is the brainchild of Roman Loznevoy, operating as the developer Art Interactive. The project’s origins trace back to 2016, with a final release on Steam on February 25, 2020, for Windows, followed by ports to Linux and macOS. The development was notably solitary and protracted, a common trajectory for many passionate indie projects but one fraught with risk. A crucial, haunting detail is provided in the game’s own Steam store description: the narrative was “produced by a depressed mind suffering from a neurological condition” and was “only fully flushed out after recovering from the mental health issues.” This admission frames the game not merely as a commercial product but as a raw, therapeutic, and thus inherently unstable creative artifact. The vision was grand—a non-linear, decision-based detective story examining corruption, bias, and the “intrinsic value of a life of every human being”—but the pipeline from mind to machine appears to have been severely under-resourced and personally taxing. The technological constraint was the Unity engine, a capable but demanding tool for a solo developer attempting complex UI systems, branching dialogue, and state management. The 2020 release, following years of early demos and an Indiegogo campaign, arrived in a famously unpolished state, with multiple patch notes in March 2020 declaring “All bugs have been patched!” and “We’ve fixed the texts and bugs!”—a telling sign that the launch was a scramble for coherence.
Narrative & Thematic Deep Dive: A Plot Drowned in Translation
The narrative框架 of Femida is its most celebrated and most criticized element. The setting is a deliberately vague, post-revolutionary “State,” transitioning from totalitarian communism to a fragile republic. The protagonist, Judge Demian Mardoch, is a lottery-selected outsider tasked with reforming the capital’s (Metropolis’s) judicial system while secretly investigating his father’s disappearance during the revolution. This duality—public duty as a judge and private vendetta as a son—forms the game’s supposed backbone.
The Judge’s Duty: The courtroom layer is structured around a loop: receive a police briefing, order relevant evidence via a clunky office interface, review findings, then preside over a trial with a strict 12-minute questioning limit and a “tension meter” to manage courtroom decorum. The player’s rulings and the very questions asked influence two opaque metrics: “Judicial” and “Populist” approval, which purportedly affect the ending and in-game funds. Thematically, the game explicitly targets “corruption, confirmation bias, prejudice, the presumption of guilt,” and introduces a clever meta-mechanic: three newspapers with distinct political slants report on your decisions, a clear nod to media framing.
The Hero’s Duty: The parallel investigation into Demian’s father is framed as a “visual novel” or “quest,” engaging with a “moderately large cast” including his mother, a government employee. The Steam description tantalizingly suggests dark personal drama: “You can cheat on your spouse and…something will happen.” This subplot is intended to provide emotional stakes and character depth for Demian.
The Execution’s Collapse: Here, the ambition crashes into implementation. Reviewers universally panned the writing. The translation is cited as “arguably the worst in gaming,” rendering pivotal scenes into nonsensical or comically inappropriate phrases (e.g., “mine stepson”). This transforms intended dark, noir-tinged drama into absurdity. Tone is catastrophically inconsistent; as Doctors of Gaming observed, a scene involving suspected “consensual cannibalism” is followed by “smiley faces” during flirtation options, creating a “disastrous” disconnect that “gut[s] them of their emotional potential.” Characters are described as lacking depth, with resolutions feeling “rushed” (TheSixthAxis). The moral dilemmas—the game’s advertised heart—are buried under this linguistic rubble. Furthermore, the father plot is initiated with “strange” character beats (like a forced medication trope), causing reviewers like A Geek Girl’s Guide to lose interest immediately, calling it “messy.” The “4 to 7 endings” (per the Steam page) become meaningless when the paths to them are obscured by gibberish and shallow branching. The universe’s attempt to be “generalized” and draw from “different cultures” instead results in a hazy, ungrounded pastiche that feels like a superficial collage of mid-20th century revolutionary aesthetics rather than a lived-in world.
Gameplay Mechanics & Systems: Frameworks Without Foundation
The gameplay systems reveal a designer thinking several steps ahead of his ability to implement. The core loop of evidence ordering is praised by Phenixx Gaming for its initial intellectual appeal: the lengthy checklist forces the player to consider relevance and optics, knowing that irrelevant or invasive requests could bias the trial or damage reputation. This is a genuinely interesting simulation of judicial discretion and the burden of proof.
However, the systems fail to cohere into a satisfying whole. The time limit (12 minutes per trial) introduces pressure, but it’s a blunt instrument. As High Ground Gaming notes, the consequences of your actions are “vague and ill-defined.” The “tension meter” is singled out as a particularly weak mechanic, feeling “tacked on and silly,” reducing a complex emotional atmosphere to a simple mini-game of gavel-banging. The “Judicial” and “Populist” scores are mere numbers without clear cause-and-effect feedback, making them feel like “game numbers for the sake of having game numbers.” The promise that “the hero doesn’t make conclusions on his own” is undercut by the player’s lack of understanding of what their choices truly influence.
The investigation layer is similarly flawed. The rotary dialer phone interface is praised for its tactile satisfaction but damned by game-breaking bugs where it “would spin entirely off the numbers I needed to use” (Doctors of Gaming). The evidence review system in the office is robust in concept but hampered by UI bugs—transition triggers overlapping with “exit” buttons—forcing restarts. The visual novel-style father investigation appears vestigial, mentioned in reviews as a “large main plot” but one that fails to engage due to the protagonist’s unlikable, inconsistently written persona and the main plot’s poor integration.
Ultimately, the gameplay is a collection of interesting ideas—limited questioning time, evidence relevance, public perception—strangled by poor UI/UX, critical bugs in foundational menus, and a complete lack of systemic feedback to make the player feel the weight of their judgments. It borrows the桌上的悬疑 from Phoenix Wright and the bureaucratic tension from Papers, Please but lacks the polish, clarity, and narrative payoff of either.
World-Building, Art & Sound: Aesthetic Dissonance and Unfinished Ambiance
Femida‘s visual and auditory presentation is a study in contradiction. The developers aimed for a “neo-noir” aesthetic with a “post-WWII level of tech.” The game employs soft, rounded shapes and a muted color palette that, as Doctors of Gaming concedes, makes it “consistently pleasing to look at.” This soft, almost cartoonish style is fundamentally at odds with the grim subject matter—cannibalism, state violence, sexual assault—creating a jarring cognitive dissonance. Is this an ironic, intentional choice to highlight the absurdity of the dystopia? Or is it a failure of artistic direction? Reviews lean heavily toward the latter, with the aesthetic described as lacking “artistic guidance” and feeling “ironically at-odds” to the darkness it portrays. It fails to commit to either a stark, high-contrast noir or a satirical cartoon, landing in an unsatisfying middle ground.
The sound design is noted as “repetitive” but is also cited as one of the few successful elements in delivering the intended period aesthetic. The rotary phone sound, in particular, is highlighted as “oddly satisfying,” a small tactile joy in an otherwise frustrating interface.
The world-building through environmental storytelling is minimal. The setting of Metropolis is largely confined to the sterile judge’s office and the courtroom, with the “Town” and the father’s past existing only in dialogue and letters. This confinement reinforces the game’s claustrophobic, bureaucratic focus but also highlights the lack of a truly lived-in world. The three newspapers are a clever idea for exploring ideological bias, but as High Ground Gaming critiques, their slants are so “clear-cut and obvious” they feel like a writer’s shorthand rather than organic journalism, further underscoring the superficiality of the political setting.
Reception & Legacy: A Stillborn Cult Curiosity
Femida‘s reception was almost unanimously negative from the moment of its full release. On MobyGames, it holds a critic score of 50% based on a single review. Metacritic aggregates scores of 30/40 from TheSixthAxis and COGconnected, and 59/100 from SpazioGames. The consensus across all major reviews is damning:
* Translation & Text: Universally condemned as “godawful,” “unintentionally hilarious,” and a deal-breaker that “gut[s]…emotional potential.”
* Bugs & Polish: Noted for critical menu bugs (non-functional buttons, rotary phone glitches), save issues, and a general feeling of an unfinished product despite “all bugs patched” patch notes.
* Tone & Writing: Inconsistent, inappropriate, and failing to handle dark themes with requisite gravity.
* Gameplay: Mechanically shallow, with vague consequences and repetitive loops.
* Length: Cited as “rather short,” but not in a way that recommends it due to the poor quality.
Its commercial performance appears negligible; MobyGames records it as “Collected By 1 player.” It has no significant user reviews on Steam or Metacritic, indicating it failed to find any audience. Its legacy is that of a cautionary tale. It represents the extreme perils of a solo developer tackling an ambitious, text-heavy narrative project without the resources for professional localization, rigorous QA, or iterative design. It is cited in reviews only as an inferior alternative to superior games it attempts to emulate (Papers, Please, Disco Elysium, Phoenix Wright). It serves as a stark reminder that a compelling pitch and thematic ambition are nullified by foundational failures in execution. The fact that the developer later hired a proofreader, as noted by High Ground Gaming’s follow-up, is too little, too late for its historical standing.
Conclusion: The Sentence is Passed
Femida is a game that should have been a landmark of indie daring—a introspective, politically astute judge simulator from the mind of a creator channeling personal turmoil. Instead, it is a museum of failures. Its narrative架构, examining bias, justice, and revolution, is suffocated by a translation so poor it renders the plot incoherent and the tone absurd. Its mechanics, which initially show promise with evidence relevance and time pressure, are sabotaged by bugs, opaque feedback, and repetitive structure. Its aesthetic, aiming for neo-noir, lands in an uncomfortable, artistically confused middle ground.
In the annals of video game history, Femida does not deserve a place among the great narrative experiments. It does, however, deserve study as a “what not to do” case study in project management, localization, and scope control for narrative indie games. It is a testament to the fact that a compelling central metaphor—the judge as a pivot point of society—cannot survive without the pillars of competent writing, stable code, and coherent artistic vision. For all its stated intentions to “celebrate a complete ownership of one’s life,” the game itself feels like a project that lost ownership of its own potential, buried beneath a landslide of avoidable errors. The only verdict possible is that Femida is a deeply flawed, often broken curiosity—a game not worth playing, but perhaps worth remembering as a sobering lesson in the gap between vision and reality. For those seeking a meaningful experience about justice and systemic bias, the court will advise you to instead consult the precedents set by Papers, Please or Disco Elysium. Femida‘s case is closed.