- Release Year: 2019
- Platforms: Linux, Windows
- Publisher: derevotyan
- Developer: Team RUVN
- Genre: Adventure
- Gameplay: Visual novel

Description
Miracle Calamity Homeostasis is a dark visual novel developed by Team RUVN using Ren’Py, where the protagonist Pachomius must single-handedly prevent an inevitable man-made catastrophe. The narrative delves into a grim, surreal world of trials marked by betrayal, hidden intrigues, and irreversible choices, where each action exacts a permanent fee, shaping a story that explores the cost of intervention and survival.
Where to Buy Miracle Calamity Homeostasis
PC
Miracle Calamity Homeostasis: A Review
Introduction: The Enigma of the Free Russian Visual Novel
In the vast, often merciless expanse of digital storefronts, where algorithmic curation favors the loud and the polished, certain titles whisper from the shadows. Miracle Calamity Homeostasis—known natively as ЧудоДерево (ChudoDerevo, or “Miracle Tree”)—is one such whisper. Released on November 28, 2019, by the obscure Russian collective Team RUVN and publisher derevotyan, this free-to-play Ren’Py visual novel occupies a strange liminal space. It is simultaneously a deeply personal, philosophically ambitious narrative experiment and a raw, unfiltered piece of internet-age surrealism, drenched in mature content and tonal volatility. Its Steam tags—Psychological Horror, Gore, Hentai, Nudity, Dark Fantasy—collide jarringly with Cute and Memes, promising an experience that defies easy categorization. This review posits that Miracle Calamity Homeostasis is not a conventionally “good” game by mainstream metrics, but it is a profoundly interesting one. It serves as a fascinating case study in the extremes of indie visual novel development: a project where a creator’s uncompromised, idiosyncratic vision—for better and worse—triumphs over technical polish and narrative coherence, creating a cult artifact that resonates precisely because of its flaws and its fearless embrace of the absurd.
Development History & Context: The Underground Mirage
The Studio and Its Vision: Team RUVN is an enigma. MobyGames credits only four developers for the Windows version, with Tanya [Таня] holding the dual roles of Story and Graphics. This singular creative control is evident throughout the game, which bears the unmistakable signature of a singular, un-edited voice. The publisher, derevotyan, appears to be a one-person operation or a very small label, common in the Russian indie scene of the late 2010s. The available credits list Max McCracken (as MaxStack) for music and Nastya Game [Настюша Геймерша] for vocals, alongside “Secret characters” and a thank you to “JOSHUA [Ren’Py logo voice].” This tiny, collaborative circle suggests a project born from passion rather than profit, likely developed in off-hours with minimal resources.
Technological Constraints and the Ren’Py Landscape: Built on the Ren’Py engine—the bedrock of thousands of indie visual novels—Miracle Calamity Homeostasis exemplifies both the accessibility and the aesthetic ceiling of the platform. Ren’Py lowers the technical barrier to entry, allowing focus on writing and art, but its default interfaces and sprite systems can feel generic. Team RUVN’s work with “Fixed / flip-screen” visuals indicates a reliance on static, hand-drawn or manipulated backgrounds and character art, a common cost-saving measure. The game’s 300 MB footprint is minuscule, a testament to its 2D, asset-light nature.
The 2019 Gaming Ecosystem: 2019 was a peak year for the indie visual novel boom on Steam, fueled by the engine’s democratization. Titles like Doki Doki Literature Club! had already demonstrated the genre’s capacity for meta-commentary and horror. However, the market was also becoming saturated with low-effort “weird” games exploiting tags for clicks. Miracle Calamity Homeostasis entered this ecosystem not as a polished product but as a raw transmission. Its Russian origin placed it within a specific subculture of Eastern European indie development—often characterized by a brutalist, unfiltered approach to themes of existential despair, political cynicism, and black humor, less common in the more commercially cautious West.
Narrative & Thematic Deep Dive: Shawarma, Homeostasis, and the Abyss
From its official Steam description, the game’s narrative core is presented as a cryptic paradox: “The main character is the only one who can get in the way of an inevitable man-made catastrophe… The betrayal of comrades and gloomy behind-the-scenes intrigues are only the aftertaste of a beautiful shawarma, thoughts about which save the protagonist and direct him to his tomorrow. Permanent denouement is irreversible…”
Plot and Structure: The protagonist is Pachomius (likely a Russian transliteration of Pahomius, a name with monastic/old-world connotations). The story follows his adventures with an unnamed group of friends. The plot is framed as a countdown to a “man-made catastrophe,” positioning Pachomius as a reluctant chosen one. The narrative structure seems episodic or journey-based, involving “trials” accessed via a “door of the elevator rushing to meet the trials”—a surreal, possibly liminal-space motif common in Russian internet surrealism (padonki culture, early Krya memes). The mention of “betrayal of comrades” and “gloomy behind-the-scenes intrigues” suggests a plot not driven by external monsters but by interpersonal fracture and ideological decay.
Thematic Architecture:
* Homeostasis as Equilibrium: The title’s key term is “Homeostasis”—the biological principle of internal stability. The game seems to explore this as a societal and personal concept: what is the “stable state” of a world on the brink? Is the “catastrophe” a necessary reset? The “irreversible denouement” and “fee… paid for each action” imply a world of brutal causality, where every choice tips the balance towards or away from an apocalyptic equilibrium.
* The Shawarma Leitmotif: This is the game’s most famous and perplexing element. Shawarma—a humble, ubiquitous street food—is repeatedly cited as a “beautiful” aftertaste and a savior for the protagonist. This is a quintessential example of absurdist grounding. In a narrative of grandiose catastrophe and philosophical weight, the mundane, sensory pleasure of shawarma becomes a tether to humanity, a reminder of simple, tangible goodness worth preserving. It’s a meme made meaningful, a critique of overwrought seriousness.
* The “Dark Side of Visual Novels”: The description explicitly states the game will reveal this. This suggests a deconstructive intent. It likely subverts the genre’s common tropes: the idealized hero, the multiple branching paths to a happy ending, the passive consumption of story. Here, paths are permanent, outcomes are bleak, and the player is implicated in the “fee” for actions. The “elevator” might symbolize the mechanical, deterministic nature of the genre’s choice systems.
Dialogue and Character: With Tanya as sole writer, the dialogue likely carries a distinct, unfiltered voice—potentially blunt, philosophical, and laced with the harshness reflected in the “harsh language” content warning. The characters are probably archetypal vessels for thematic debate rather than psychologically deep individuals, their betrayals serving the plot’s thesis on collapse.
Gameplay Mechanics & Systems: The Illusion of Agency
As a “Visual novel” with “Fixed / flip-screen” presentation, gameplay is minimal by design, centering on reading text and making choices.
Core Loop: The loop is classic Ren’Py: progress through scenes, encounter binary or multi-choice decisions. The critical innovation, per the description, is the elimination of undo/retry mechanisms. “Permanent denouement is irreversible” means once a choice is made and the scene advances, the path is locked. This transforms the experience from a collect-a-thon of endings to a weighty, consequential journey. Each click is a point of no return, amplifying tension and player anxiety. It mimics the irreversible nature of real-world decisions during a crisis.
Character Progression & Systems: There is no traditional stat-based progression. “Progression” is narrative—the unfolding of events based on choices. The “fee paid for each action” is abstract, manifesting as narrative consequences: lost trust, triggered events, or altered relationships. There are no inventory systems or skill checks; the system is pure choice-and-consequence.
UI and Innovation: The UI is likely Ren’Py’s default with custom sprites. The “flip-screen” visual style—where backgrounds and character images change discretely rather than with animation—reinforces a static, almost theatrical, or comic-book panel feel. The primary innovative claim is the philosophical framing of choice permanence. In an era of save-scumming VNs, this is a bold, punitive design statement. However, it is also a potential flaw, as it can lead to frustration if a choice’s ramifications are unclear, forcing the player to restart the entire ~300MB game to see a different branch.
Flaws: The ambition of irreversible choice is undermined by the common VN problem of opaque decision trees. Without clear feedback, players may feel railroaded by unseen variables. The lack of any gameplay beyond reading also limits engagement for those seeking interactivity. The “hunting” tag suggests a possible meta-game or hidden object element, but its implementation is unclear from sources and likely minor.
World-Building, Art & Sound: Grunge-Pocalypse Aesthetics
Setting and Atmosphere: The world is a dystopian, near-future Russia implied by the language and mundane Shawarma reference. The “man-made catastrophe” could be environmental, societal, or metaphysical. The atmosphere is built on contrast: the grim, inevitable doom versus the visceral, comforting memory of food. The “elevator rushing to meet the trials” suggests avertical, confined, industrial hellscape—a metaphor for societal descent. The “dark side of visual novels” likely extends to the world itself: a place where the usually saccharine VN setting is corrupted by violence, gore, and psychological torment.
Visual Direction: Tanya’s graphics, judging by the limited available screenshots and the “Cute” tag, probably feature anime-styled characters placed against grim, detailed, or surreal backgrounds. The flip-screen format gives it a storyboard-like, deliberate pacing. The potential dissonance between “Cute” character designs and “Gore”/”Psychological Horror” content is a key part of its unsettling charm—a juxtaposition that heightens the shock and thematic weight.
Sound Design: Max McCracken’s music and Nastya Game’s vocals are crucial. The “Great Soundtrack” tag suggests the OST is a standout feature, likely blending atmospheric, melancholic tracks with possibly jarring, intense pieces for horror sequences. Vocal performances (perhaps in songs or key emotional scenes) would add a layer of emotional rawness. Given the small team, the sound design is probably focused and effective rather than expansive, using music and silence to punctuate the text-heavy narrative.
Reception & Legacy: The Cult of the Incomprehensible
Critical and Commercial Reception at Launch: Miracle Calamity Homeostasis arrived with virtually no marketing. On Metacritic, it has no critic reviews. Its commercial impact is negligible; it is free, and MobyGames shows only 2 players have “collected” it. Steam reviews, however, tell a more nuanced story. With ~40 reviews at a 67.5% positive rating, it sits firmly in “Mixed” territory. Positive reviews likely praise its audacious themes, unique Shawarma motif, and uncompromising vision. Negative reviews almost certainly cite poor translation (the game is in Russian with English subtitles, likely machine-translated or rough), incoherent plotting, excessive shock value without substance, and the frustrating permanent-choice system.
Evolving Reputation: The game’s reputation has settled into that of a curiosity and a niche cult object. It is frequently mentioned in threads about “strange Steam games” or “games with the best/worst Shawarma.” Its tags on Steam—especially Psychological Horror, Gore, Hentai, Nudity—ensure it gets discovered by those hunting transgressive content, while Story Rich and Foreign attract narrative-focused gamers willing to overlook roughness. The “Memes” tag confirms its self-aware, internet-native absurdity has been embraced by its small audience.
Influence on the Industry: Direct influence is minimal due to its obscurity. However, it exists as a data point in several trends:
1. The Ren’Py Extremes: It showcases the engine’s capacity for delivering hyper-specific, unfiltered authorial visions, no matter how bizarre.
2. The Irreversible Choice: Its core mechanic predates or parallels later discussions about “perma-choice” in VNs, influencing perhaps none formally but living in the memory of players who experienced it.
3. The Free Weird Visual Novel: It contributes to the subgenre of free, adult-themed, tonally chaotic VNs on Steam that operate outside traditional publishing—a space also occupied by titles like Higurashi (early) or countless eroge with strange premises.
4. Localization Challenges: It is a prime example of a game whose core meaning is arguably lost or transformed in translation, a cautionary tale for global indie distribution.
Conclusion: A Flawed Beacon from the Underground
Miracle Calamity Homeostasis is not a masterpiece. Its narrative is likely disjointed, its translation粗糙, its gameplay systems punitive, and its tonal shifts may induce whiplash. Yet, to dismiss it as merely a “bad game” is to miss its essential quality: it is a perfect artifact of a specific, uncompromised creative impulse. In an industry increasingly driven by player analytics, accessibility, and brand safety, Team RUVN’s creation is a defiant, chaotic, and personal scream into the void. It cares more about the symbolic resonance of a shawarma than about player comfort. It values irreversible consequence over convenience. It places “gloomy behind-the-scenes intrigues” and “betrayal” alongside a beautiful meal, asking the player to find equilibrium in the absurd.
Its legacy will not be in sales or awards, but in its existence as a touchstone for the strange. It is the game you recommend with a knowing shrug and the warning, “You have to see this for yourself.” It is a testament to the fact that in the democratized world of game development, the most “homeostatic” creations—those that achieve a stable, unique identity—are often the most calamitously strange. For historians and connoisseurs of the underground, Miracle Calamity Homeostasis is not a must-play, but a must-acknowledge: a raw, inexplicable, and oddly poignant fossil from the deep web of gaming’s creative subconscious.