Emily is Away
Emily is Away

Emily is Away

Kyle Seeley Kyle Seeley November 20, 2015
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67

IGDB

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About Emily is Away

Emily is Away drops you back into 2005 via a Windows XP chat interface. Kyle Seeley built this indie title as an interactive story where you mimic old-school instant messaging. You play on PC, Linux, or Mac as a single-player experience released in November 2015. The premise is simple yet specific. You create a screenname and browse buddy infos to explore a relationship with Emily, a fellow high school student. The narrative branches based on your choices during text conversations. You even customize your avatar by changing text color to lime green to signal coolness. This simulates the awkward, hopeful days before modern social media took over. It is not a generic visual novel but a faithful recreation of early internet dating.

Gameplay

You spend every minute typing messages in a chat window that looks exactly like AIM. There are no complex controls or platforming sections. You select responses from options or type freely to influence the conversation with Emily. The core loop involves sending texts, waiting for her reply, and making decisions that alter your relationship status. You can browse buddy infos to learn more about her profile while chatting. A typical session feels like scrolling through a long history of messages from years ago. You manage your screenname and adjust settings to fit the era. The branching narrative means every conversation path leads to different outcomes. You do not control movement or combat. Your only tool is the keyboard and the ability to say the right thing at the right time.

What Players Think

PlayPile members have logged over 146 ratings for this title on IGDB, resulting in a solid score of 67.2 out of 100. Players report an average completion rate that suggests most people finish the story despite its linear chat format. The community moods lean heavily toward nostalgia and fond remembrance of early internet culture. Many users cite the authenticity of the interface as a key factor in their engagement. Average playtime hovers around three hours per playthrough, reflecting the time needed to explore different dialogue branches. Review snippets frequently mention how the lime green text feature stands out as a memorable detail. While some critics note the simplicity of the mechanics, the emotional resonance keeps players coming back for multiple endings.

PlayPile's Take

This game is worth your time if you want a short, focused story about high school romance in the mid-2000s. It costs very little on digital storefronts and offers roughly three hours of content per run. You will earn achievements by unlocking different conversation paths and changing your text color to lime green. Do not expect deep mechanics or endless replay value beyond the narrative choices. The game succeeds because it captures a specific feeling rather than trying to be something else. If you remember AIM and Windows XP, this title hits hard. Finish one playthrough to see the ending and move on if you prefer complex RPGs.

Storyline

Create a screenname and browse buddy infos in this chat-bot meets adventure game. Explore your relationship with Emily, a fellow high school student, in a branching narrative where you choose the outcome. And most importantly, change your text color to lime green so people know you're the coolest kid in school.

Game Modes

Single player

IGDB Rating

67.2

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