- Release Year: 2018
- Platforms: Macintosh, Windows
- Publisher: Mad About Pandas UG
- Developer: Mad About Pandas UG
- Genre: Adventure
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Dialogue choices
- Setting: Road trip
- Average Score: 70/100

Description
Hitchhiker: First Ride is a psychological mystery adventure where players assume the role of a hitchhiker driven by an unnamed raisin farmer, with the entire experience unfolding within the confines of the farmer’s car. The conversation begins with casual discussions about the farmer’s past and wife but gradually becomes ominous as the hitchhiker attempts to recall their own origins and how they ended up in this situation, allowing players to influence the dialogue through their responses, which subtly shapes the narrative.
Gameplay Videos
Hitchhiker: First Ride Guides & Walkthroughs
Hitchhiker: First Ride Reviews & Reception
rockpapershotgun.com : It’s rather special, despite a few shortcomings.
reddit.com : Absolutely blown away by the production values. Highly recommend!
howlongtobeat.com (70/100): The first ride was very interesting. A little spooky, but not by much. The puzzles were a little hard for me to understand what to do, but thankfully the game would give a hint on what to do after a few minutes.
Hitchhiker: First Ride: Review
Introduction
In the pantheon of experimental narrative games, few concepts are as audacily constrained as Hitchhiker: First Ride. Released in January 2018 as a Humble Original prototype, this German-developed psychological mystery traps players in a single, unyielding space: the passenger seat of a car. For over an hour, players assume the role of an amnesiac hitchhiker driven by a chatty, unnamed raisin farmer. Despite its minimalism, Hitchhiker: First Ride emerged as a masterclass in atmospheric unease, nominated for the “Innovation in Game” award at the Ludicious Zürich Game Festival and praised for its ability to transform mundane road-trip mechanics into a profound exploration of identity and memory. This review deconstructs how this humble prototype leveraged radical constraints to create an unforgettable journey, setting the stage for the critically acclaimed full game Hitchhiker (2021). Its legacy lies not in complexity, but in proving that the most unsettling stories often unfold in the tightest spaces.
Development History & Context
Studio and Vision
Developed by Mad About Pandas UG—a small Berlin-based studio led by Patrick Rau and Eyal Stern—Hitchhiker: First Ride emerged from a radical design philosophy: “Everyone’s made a driving game; nobody’s made a passenger game.” This constraint-driven approach, born from Rau’s observation that passenger experiences remain largely unexplored, became the game’s creative core. The team prioritized atmosphere over mechanics, aiming to authentically recreate the “switched-on mental state” of long-hitchhiking conversations, where sensory immersion unlocks introspective dialogue.
Technological Constraints and Landscape
Released as a Windows/Mac prototype, the game was built on a lean budget. Art Director Friedemann Mücket and 3D Artists Leon Kanigowski and Anouk Debruyne crafted a warm, looping rural environment using limited assets, while Programmer Max Beutling implemented the first-person interface using FMOD for dynamic sound. This reflected the 2018 indie landscape, where narrative-driven “walking simulators” like Firewatch and What Remains of Edith Finch dominated awards buzz. As a Humble Bundle exclusive, First Ride capitalized on the platform’s reputation for showcasing innovative prototypes, positioning itself as an “atmosphere-first” experiment.
The “Prototype” Ethos
Explicitly billed as a prototype, First Ride served as a proof-of-concept for a planned series of rides with different drivers. Its release was strategic: build buzz through critical nomination (Ludicious 2018), gather feedback, and fund the full game. This “prototype” status allowed the team to iterate on player response before investing in the 4-5x larger scope of the final release, explaining its intentional rough edges—like looping environments or static character models—as experimental rather than deficits.
Narrative & Thematic Deep Dive
Plot and Structure
The narrative unfolds as a slow-burn psychological mystery. Players, as a young hitchhiker with no memory of their past, are picked up by a farmer who initially discusses mundane topics—his late wife, his raisin business—but gradually reveals unnerving prescience. As the player probes their own amnesia, clues emerge: matchbooks in the glovebox, recurring photos, and a box of raisins that becomes a symbol of obsession. The plot hinges on a pivotal “slip-up” exposing the farmer’s manipulation of reality, blurring the line between external conspiracy and internal trauma.
Character Dynamics
The farmer is a masterpiece of layered characterization. Voiced with a honeyed, Sam Elliott-like warmth that masks sinister undertones, he embodies the duality of rural America: folksy wisdom and latent menace. His dialogue branches subtly based on player responses—e.g., pressing about the player’s past triggers sharper, colder tones—but never fully animates, preserving his enigmatic quality. The player-character remains a blank slate, allowing universal projection of personal loss or displacement.
Thematic Resonance
At its core, First Ride interrogates memory and identity. The highway becomes a metaphor for the subconscious, with looping environments symbolizing psychological stagnation. The farmer’s knowledge—whether supernatural or delusional—forces players to question: Is he revealing your past, or constructing it? Raisins, initially a quirky detail, escalate into symbols of poison or obsession, while circling crows and repeated roadside signs (e.g., “Don’t Trust Strangers”) manifest as external manifestations of internal doubt. The game embraces ambiguity, aligning with David Lynchian surrealism, yet feels more grounded in human relationships than cosmic horror. As the Xbox Hub review noted, it’s “a story about everything and nothing.”
Gameplay Mechanics & Systems
Core Interaction Loop
Gameplay is defined by radical simplicity. Players use a mouse to look around the car (first-person perspective) and interact with objects via a menu-driven interface. Actions include:
– Dialogue Selection: Choose from 2-4 responses to the farmer’s questions, with subtle impact on his tone.
– Environmental Interaction: Click on items (glovebox, armrest, raisin box) to find clues (e.g., a matchbook, a warning note).
– Contextual Actions: Open the window to hear wind, adjust the radio, or—crucially—eat raisins, which triggers story pivots.
Puzzles and Progression
Puzzles are environmental and intuitive. For example:
– Finding a photo in the glovebox unlocks new dialogue about a missing person.
– Eating all raisins prompts the farmer’s unsettling monologue about “feeding lies.”
These puzzles advance the plot organically, avoiding frustration by offering contextual hints after brief inaction. The lack of combat or inventory management underscores the game’s focus on psychological tension over challenge.
Strengths and Limitations
The passenger-constraint is the game’s greatest strength. It authentically replicates the vulnerability of hitchhiking while forcing players to engage deeply with dialogue and ambiance. However, critics like Rock Paper Shotgun noted limitations: the static driver model (no lip-sync), repetitive environments, and overt foreshadowing (e.g., warning signs) could feel like budget compromises rather than artistic choices. The absence of passive-aggressive options (e.g., turning off the radio) was also cited as a missed opportunity for player expression, though the team prioritized narrative cohesion over interactivity.
World-Building, Art & Sound
Setting and Atmosphere
The game’s setting—a perpetually looping rural highway—functions as a character. Roads stretch endlessly through orange-hued farmland, punctuated by identical barns and billboards. This repetition, noted in previews, evokes both dreamlike unreality and budgetary constraint. The car itself is meticulously detailed: dashboard clutter, sun visors, and the ever-present raisin box create claustrophobic intimacy. As players gaze out the window, the vastness contrasts with their confinement, amplifying unease.
Visual Direction
Art Director Friedemann Mücket’s palette draws heavily from Firewatch—warm sunsets, dusty fields, and soft shadows—to evoke nostalgia. Interior car textures are rich (grainy leather, cracked vinyl), while exteriors use looping assets to imply cyclical time. The crows circling the car, a recurring motif, blend reality and symbolism, their black forms against the orange sky mirroring the farmer’s duality. 3D models are functional but expressive, especially through lighting—e.g., shadows across the farmer’s face during tense dialogue.
Sound Design
Soundcraft elevates the experience. FMOD enables dynamic audio: the crunch of raisins, static radio transitions, and wind rushing through the open window. The farmer’s voice performance is stellar—warm but with chilling inflections during key revelations. Environmental sounds (distant traffic, cawing crows) reinforce isolation. As a preview from Vivify Reviews noted, these details make the car “alive,” transforming mundane elements into sources of tension. The absence of a traditional score leaves room for these ambient cues to dominate, heightening psychological immersion.
Reception & Legacy
Launch and Critical Response
Upon release in January 2018, First Ride earned praise for its ambition and atmosphere. Rock Paper Shotgun lauded it as “equal parts charming and terrifying,” calling the driver’s dialogue “sinister” and noting its unique placement between American Truck Simulator’s zen and Kentucky Route Zero’s theatricality. The Xbox Hub later extolled it as “brilliant,” focusing on its themes of “relationships, love, life, and death.” However, some critics found the prototype uneven: Vivify Reviews scored it 7/10 for its brevity and overt symbolism, while HowLongToBeat user Tomek dismissed it as “pretentious garbage.”
Commercial Impact and Evolution
As a Humble Original, First Ride reached niche audiences but lacked commercial metrics. Its legacy, however, is profound. The prototype’s success—nominated at Ludicious, covered by Kill Screen—secured funding for the full game. Mad About Pandas expanded the concept into Hitchhiker (2021), a five-ride saga with higher production values and deeper narrative layers. The Steam FAQ explicitly states the prototype was “4-5 times smaller” than the final version, with “substantially better production values.”
Industry Influence
First Ride cemented the “confinement narrative” as a viable indie genre. Its focus on dialogue and atmosphere over mechanics influenced games like The Vanishing Hitchhiker (2022) and underscored Humble Bundle’s role in nurturing experimental prototypes. Critics noted its Lynchian approach to suspense, proving that minimalism could deliver maximal emotional impact. As Rock Paper Shotgun concluded, its “uneven” first ride left players “eager for the rest of the journey,” a testament to its narrative hook.
Conclusion
Hitchhiker: First Ride stands as a bold, flawed, and visionary prototype that transcended its limitations to become a touchstone in narrative design. By confining players to a car and a conversation, Mad About Pandas UG crafted an unparalleled exploration of memory and paranoia, where the mundane became menacing. Its art direction and sound design elevated the simple premise into an immersive experience, while branching dialogue and environmental puzzles offered depth without complexity. Though criticized for its rough edges and overt symbolism, its legacy lies in proving that innovation thrives in constraint.
As the foundation for the acclaimed Hitchhiker saga, First Ride demonstrated how a single, extended conversation could unravel a universe of meaning. It is less a game than a psychological experiment—a masterclass in using absence to evoke presence. For players seeking a journey that lingers long after the credits roll, this “first ride” remains essential: a haunting, raisin-scented detour into the heart of the unknown. In the annals of experimental gaming, its influence is undeniable—a blueprint for how to turn the smallest spaces into the most profound adventures.