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Take Care of It is a narrative-driven RPG blending simulation and indie storytelling. Developed by Zealli and released in late 2025, it follows Riley, a college student navigating guilt and toxic cycles after a traumatic event with his ex-friend Austin. The game uses player choices to shape outcomes, forcing you to confront moral gray areas in Riley’s relationships and self-destructive tendencies. Set in a minimalist, emotionally charged world, it prioritizes dialogue and decision-making over action. Think of it as a short but intense character study wrapped in a simulator shell. Fans of interactive stories with heavy themes might find it compelling, but be warned: it’s not a long play.
You spend most of Take Care of It managing Riley’s daily routines while balancing his emotional state. Mechanics revolve around dialogue trees, relationship meters, and small-scale simulation tasks like budgeting or self-care. Each decision, whether to apologize, avoid conflict, or push through guilt, shifts the story. There’s no combat, but tension builds through passive mechanics like stress spikes or missed calls. Sessions feel like 30-minute conversations with consequences, often ending with a “moment of reflection” that forces you to journal or rate your own actions. The controls are simple (mouse-driven menus), but the pacing is deliberate, almost punishingly slow for players craving momentum.
PlayPile community members rated it 4.3/5, with 68% completing the base story. Average playtime is 12.5 hours, though 32% finish in under 10. Critics praised its “raw writing” (Polygon) but criticized “repetitive loops” (PC Gamer). The most common moods reported: anxious (41%), contemplative (33%), and tense (28%). Achievement completion sits at 79%, with the hardest unlock being “Unspoken Truths” (requires a specific dialogue chain). Price-wise, $19.99 feels reasonable for the experience, though 22% of players say it’s “not worth the cost on repeat playthroughs.”
Take Care of It works best as a single, focused experience. It’s ideal for players who enjoy morally ambiguous stories and don’t mind a short runtime. The $20 price tag aligns with its length, and the 23 achievements add minor replay value. However, if you crave deep simulation mechanics or branching narratives with meaningful long-term consequences, this will feel underwhelming. The game’s strength lies in its writing, not its systems. For $20, it’s a risky but rewarding pick if you’re in the mood for something emotionally taxing and brief.
Austin and Riley are childhood friends. Despite their tumultuous friendship in high school, things are going pretty good now in college. But that stability does not last. Something happens. Old habits resurface. Riley can fall back into old patterns, or he can draw a line. Both choices leave marks. Play as Riley as he grapples with guilt, responsibility, and personal limits.
Game Modes
Single player
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