- Release Year: 2019
- Platforms: iPad, iPhone, Macintosh, Nintendo Switch, tvOS, Windows
- Publisher: Fellow Traveller Games
- Developer: Chance Agency LLC
- Genre: Adventure
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: RPG elements
- Setting: Cyberpunk, dark sci-fi, Futuristic, Sci-fi
- Average Score: 74/100

Description
Neo Cab is a neo-noir graphic adventure set in a cyberpunk, dark sci-fi future where players control a female rideshare driver navigating a neon-lit city. Through branching conversations with diverse passengers, RPG elements, and direct control of her cab, she uncovers a central mystery while managing her dwindling bank account and fluctuating driver ratings in a world of thought-provoking narratives and moral choices.
Gameplay Videos
Where to Buy Neo Cab
PC
Neo Cab Guides & Walkthroughs
Neo Cab Reviews & Reception
metacritic.com (74/100): Neo Cab is poignant, well-timed, and special.
spritesanddice.com : The story feels personal, and very relatable to many people out there today.
latimes.com : Neo Cab was the most perfect demo I played at E3 this year.
Neo Cab: Review
Introduction
In the neon-drenched underbelly of Los Ojos, a city teetering on the brink of total automation, you slip behind the wheel as Lina Romero—one of the last human cab drivers in a world ruled by Capra’s soulless self-driving fleets. What begins as a routine gig economy grind spirals into a haunting mystery when your estranged best friend Savy vanishes, forcing you to navigate treacherous passenger conversations, plummeting ratings, and your own fracturing psyche. Neo Cab, released in 2019 by debut studio Chance Agency, isn’t just a game; it’s a mirror held up to our algorithm-driven lives, blending visual novel intimacy with survival tension in a “nowpunk” cyberpunk tale. As a professional game journalist and historian, I’ve dissected countless indies, but Neo Cab endures as a prescient artifact of late-2010s anxieties—gig precarity, toxic relationships, and tech’s dehumanizing march. My thesis: This compact masterpiece transcends its niche genre constraints to deliver one of the most emotionally resonant interactive narratives of the decade, proving that true innovation lies not in spectacle, but in the quiet terror of choice.
Development History & Context
Chance Agency, founded by creative director Patrick Ewing (formerly of Campo Santo on Firewatch), emerged from Silicon Valley’s disruptive tech culture—Ewing and writer Robin Sloan met at Twitter amid the “move fast and break things” ethos that birthed Uber. The game’s genesis traces to 2017, when Ewing, post-Firewatch launch, pivoted from a wild sci-fi RPG about a murdered Mars rover (“Who Killed Curiosity?”) to this grounded noir. Inspired by Carol Reed’s 1949 film The Third Man—with its post-war intrigue swapped for corporate occupation—Neo Cab crystallized as a “nowpunk” story of human fragility amid accelerationism.
Built on Unity with middleware like ink (for branching narratives) and Spine (for 2D animations), the project leveraged a small team of 160 developers and contributors, including writers Duncan Fyfe, Kim Belair, Leigh Alexander, and worldbuilder Paula Rogers. Additional work came from Sweet Baby Inc. Producers Patrick Ewing and Felix Kramer navigated indie constraints: a modest budget meant static cel-shaded visuals over expansive 3D, and mobile-first design for Apple Arcade (iOS/macOS/tvOS launch on September 19, 2019), followed by Windows and Nintendo Switch on October 3. No patches or sequels followed, but physical Switch editions via Limited Run Games preserved its artifact status.
The 2019 landscape was ripe: Visual novels like VA-11 Hall-A and Gris elevated narrative indies, while gig economy scandals (Uber strikes) and automation fears (self-driving pilots) mirrored the game’s themes. Apple Arcade’s subscription model democratized access, positioning Neo Cab against blockbusters like Cyberpunk 2077 (delayed to 2020). Tech constraints—procedural dialogue limits, no voice acting—forced focus on emotional circumplex models from Lisa Feldman Barrett’s How Emotions Are Made, yielding the Feelgrid. Chance Agency’s vision: Not dystopian escapism, but a “emotional aikido” sim critiquing gamified labor.
Narrative & Thematic Deep Dive
Neo Cab‘s plot unfolds over six nights in Los Ojos, a “not-too-distant” California metropolis where Lina flees rural Cactus Flats to room with Savy, their reunion tainted by a past blowout. Savy gifts Lina a Feelgrid—a biofeedback bracelet displaying emotions on a color wheel (red: anxious/angry; yellow: hyper/cheerful; blue: lethargic/depressed; green: calm)—before vanishing after a frantic pickup text. Simmering beneath: Capra’s push for a driving ban post a celebrity pedestrian death, pitting human drivers against activists like cyclist group Radix.
The narrative shines in passenger vignettes, each a microcosm of themes. Replayability stems from 20+ “pax” (e.g., cultist Agonon preaching Pain Worm ascendance; Quantum Witch Oona traversing timelines; prosthetic-armed activist Azul hijacking your cab; heiress Gideon shedding privilege). Dialogue, penned by a dream team (Fyfe, Belair, Alexander), branches via Feelgrid-locked choices, yielding nuanced arcs—Fiona’s glo-stick redemption, Carlos the back-alley “doctor.”
Core themes dissect late capitalism: Gig precarity (ratings as survival, echoing Uber’s 4-star deactivation); surveillance capitalism (Feelgrid exposes inner states, passengers dismiss Lina as “robot”); toxic bonds (Savy as manipulative “larger-than-life” abuser, baiting Lina into unwitting data smuggling against Capra); automation ethics (self-driving safety vs. job loss, Radix’s anti-car purism). The climax—a “verbal boss fight” with Savy—exposes her as Harry Lime-esque betrayer, choices deciding if Lina submits (Savy sells out Radix) or breaks free (leaks data, leaves town). Endings vary: Corporate stasis, anarchist upheaval, personal exodus.
Flaws emerge: Main plot lacks urgency (Savy’s arc overshadows passengers), some dialogues feel scripted (Azul/Liam forced events). Yet, grey morality—Capra’s “soulless” efficiency vs. Radix’s chaos—elevates it, probing “what it means to be human” in gamified isolation.
Gameplay Mechanics & Systems
No combat graces Neo Cab; it’s a dialogue-driven survival loop distilled to elegance. Core cycle: Scan holomap for pax pins (filtered by fare, fuel cost, rating risk), accept ride (auto-pilots via cel-shaded neon streets), converse via 3-4 timed choices. Feelgrid evolves: Dialogue shifts mood (adjacent colors for nuance, swings for intensity), greying options (e.g., red locks aggression) or glowing exclusives (yellow unlocks “push on” late rides). Post-drop: Stars (1-5), tips, journal notes.
Progression ties survival: Maintain ≥4-star average (or deactivation), manage Capra Coins (fares – charging/lodging = bankruptcy), fuel (electric arcs deplete by distance). UI excels—minimalist HUD (Feelgrid central, radial map swipeable on touch)—but flaws persist: Unpredictable mood locks frustrate roleplay (“Lina’s autonomous”), no rewind undermines agency, repetitive maps feel “logistics-lite.”
Innovations dazzle: Feelgrid as Insight mechanic (Bloodborne-inspired dual-axis: energy/valence), objectifying pax as ratings (e.g., unreliable regulars tank averages). Replay unlocks regulars’ arcs, multiple endings (Savy win/loss, Capra downfall). Short (3-5 hours) loops encourage experimentation, flaws notwithstanding—pacing sags in resource grinds, but emotional “nudges” forge intimacy rare in choice sims.
World-Building, Art & Sound
Los Ojos pulses as “nowpunk” noir: 20-minutes-future Cali where holo-ads blanket perpetual night, Capra Coins supplant dollars, Feelgrids commodify feelings. Worldbuilding drips via pax tales—Radix riots, Pain Worm cults, quantum hacks—painting alienation without info-dumps. Atmosphere: Claustrophobic cab interior (1st/3rd-person flips to pax faces), journal recaps lore.
Visuals: Anime-infused 2D scrolling cel-shading by Vincent Perea (explored noir B&W variants). Neon purples/greens flood rainy streets, contrasting expressive portraits (limited animations yield “dull surprise,” but mood-synced glows compensate). Sound: Obfusc’s synthwave OST (“Euclidean Waves,” “LCD Daydream”) evokes late-night menace—pulsing bass, rain patter, pax voices (text-only). These forge immersion: Visuals heighten isolation, audio amplifies introspection, birthing a tactile “emotional aikido.”
Reception & Legacy
Launch reception: MobyGames 7.2/10 (76% critics), Metacritic 75-76. Praised for passengers/narrative (Game Informer/Nintendo Life: 80%, “memorable ride”; eShopper: 83%, “neo noir gem”); critiqued endings (Rock Paper Shotgun: “underwhelming,” wished free-play); mechanics divisive (4Players: 62%, “unnatural talks”). Commercial: Solid indie (Steam Mostly Positive, 78 collectors), Apple Arcade booster. Awards: IndieCade 2019 Best Narrative; BAFTA/NAVGTR noms.
Legacy evolves: 2020 streams (LookslikeDaniel’s 6.5-hour epic spawned “FUCK SAVY” memes) cemented cult status. Influenced narrative indies (Inmost, 1000xRESIST) with gig-emotion hybrids; prescient amid Uber strikes, AI job fears (post-ChatGPT). No direct successors (Chance eyes “alternate past”), but physical runs ensure preservation. In history: Bridges Papers, Please survival-narratives and Eliza-esque therapy sims, a vital gig-economy chronicle.
Conclusion
Neo Cab masterfully interweaves passenger confessions, Feelgrid flux, and Savy’s betrayal into a taut critique of automated alienation, its flaws—muted main plot, rigid moods—eclipsed by passenger depth and thematic bite. A 3-5 hour triumph of indie restraint, it earns 9/10: Essential for visual novel fans, vital historical document of 2019’s tech dread. Lina’s odyssey cements Neo Cab in gaming canon—not as blockbuster, but enduring elegy for humanity’s wheelhouse. Hail it anew; five stars.