


I'm Making a Monster
A seven-dollar grief story that finishes before you're done crying.
I'm Making a Monster is a short visual novel about processing grief through building a monster while neglected friends periodically interrupt your work. You make choices about how to spend your limited time, which branch the story into different emotional outcomes. The game emphasizes visual and musical craft alongside writing that explores loss, self-neglect, and reconnection.
I'm Making a Monster markets itself as a friend-dating simulator about grief, but players consistently emphasize it as something narrower and more emotionally specific: a short, beautiful visual novel designed to make you cry and then immediately want to replay it for different story branches.
Across the sampled reviews, players report emotional catharsis (crying, feeling moved) not as a byproduct but as confirmation that the game worked as intended. This emotional response is mentioned in roughly three-quarters of positive reviews, suggesting it's central to player satisfaction.
The replay impulse appears repeatedly without prompting: players mention immediately wanting to try different story paths, saving at branch points to revisit choices, or planning second runs. This is not common language for 30-minute games.
Players consistently credit the visual, musical, and narrative craft as a unified whole—they don't praise the art separately from the writing or the music separately from the story. This suggests the game achieves a rare alignment where all elements serve the same emotional direction.
Length is the only recurring friction point, but it's framed as a preference rather than a flaw. Two reviewers note the game is shorter than expected and wish it were longer—they acknowledge the quality of what exists but argue more narrative space would improve it. Neither describes broken design, missed content, or artificial brevity. The objection is 'I wanted more,' not 'this is incomplete.'
See the game in motion.
Try to build a monster while your friends bother you to take breaks. Play as a mage/scientist and decide how to prioritize your time as you construct the monster. This short interactive narrative is part monster-dress-up game, part friend-dating simulator, and all how-not-to-deal-with-loss advice column. Will you fall into despair or climb back out of the well?
A short, beautiful visual novel about grief that makes you cry and rewards replaying. Players emphasize the emotional resonance of the writing, art, and music working in concert. They mention the story branches and different paths, the pronoun customization, and the care evident in the craft. The 'simulator' framing from the official description doesn't appear in player language; they talk about it as a story-focused experience, not a system to optimize or explore mechanically.
“Another beautiful interactive fiction/visual novel from Zorkie Studios.”
“I played the prologue for this some months ago, and I couldn't be happier with the full game!!”
“It is an EXTREMELEY short game.”
“🥲 I mean, I went into it knowing that it's about grief.”
Sentences extracted from highest-voted public Steam reviews. Unedited.
20 public Steam reviews analyzed across 1 language.
Synthesized from public Steam reviews. Current review sample is english-only, so this analysis focuses on shared player language rather than cross-cultural contrast. Not affiliated with Valve Corporation.
Player-language signals, not generic review scores.
Best for
- —Players who process heavy emotions through art and story and want a contained experience—something that fits in an evening and doesn't require ongoing commitment.
- —People who have experienced grief, loss, or depression and want a game that acknowledges those states without trying to 'fix' them with mechanics or long gameplay loops.
- —Narrative enthusiasts who value replay value through branching choice rather than grinding or open-ended exploration.
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Deep editorial analysis
I'm Making a Monster does something most games don't: it respects you enough to end before it overstays. Players consistently report completing the game in 25–30 minutes, and rather than complain about lack of content, they describe themselves replaying it immediately to explore different story branches. This is not the complaint-disguised-as-neutral-observation that usually appears in reviews of short games. It's genuine replay enthusiasm.
The game's actual design philosophy emerges clearly from player language. The official description frames it as part dating sim, part dress-up game, part advice column. Players drop almost all of that framing and focus on a single core: it's a story about grief that uses visual craft—watercolor art, simple but appropriate music, carefully written character moments—to create an emotional peak in minimal time.
The most important pattern in the reviews is how players acknowledge the shortness not as a complaint but as a structural choice that works. One reviewer who beat the game in 30 minutes and unlocked all achievements still rated it positive, saying the developers executed on something small rather than stretched something big. Another reviewer explicitly states they went in knowing it was about grief and still found themselves unexpectedly crying. This suggests the emotional payload is not dependent on surprise or length—it's delivered through writing, art, and music alignment.
Players also repeatedly mention the pronoun options (up to nine choices, including neoprnouns) not as flavor but as something that truly immerses them in the protagonist's story. This detail appears in multiple reviews as meaningful rather than tokenistic, suggesting the character customization serves the emotional core rather than existing separately from it.
The two negative reviews both acknowledge that the art, music, and developer care are evident, then argue the shortness is a missed opportunity—they wanted more narrative space. But this is distinct from broken or empty space. They're saying the foundation is solid and brief; they wanted it longer. This is not a design flaw; it's a scope difference. For the 18 positive reviewers, the scope appears intentional and effective.
Signal data
% positive reviews
Under-the-radar potential
Store framing vs player language
Voice and personality in reviews
Would a stranger click buy?
59 reviews currently indexed
20 analyzed · english
Last synthesized: Jul 8, 2026 · 20 reviews in that synthesis
Revlize indexed this signal before it reached scale.
7/8/2026 · 20 reviews
59 reviews
+195% · +39
Why it entered the radar: hidden gem.
This timeline records correlation only. Revlize does not claim to have caused later growth.
Review sampling, evidence boundaries and public-signal methodology.
Frequently asked
Yes, but not in the traditional sense. The game has significant branching based on your choices, so players report replaying multiple times within a short period to see different story paths. There's no grinding or unlock system—just different narrative outcomes.