The End of Us

The End of Us

Dikaffe January 30, 2011
browserIndie
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OpenCritic Score

4
Reviews
68
Top Critics Avg

Score Distribution

90-100
0
80-89
1
70-79
1
60-69
2
50-59
0
<50
0

"The End of the Sun manages to leave its mark in a pretty interesting way. Its focus on exploration, atmosphere, and the slow unraveling of a story built around mythology and human connection feels special. There are some rough edges, especially with onboarding, character presentation, and pacing in certain stretches, but the main idea is strong and executed with clear passion. If you enjoy slower, narrative-driven games where the satisfaction comes from piecing things together and exploring a world that feels different from the usual settings, this is an easy recommendation. Even if Slavic mythology isn't something you're familiar with, the way it's presented here makes it approachable and worth experiencing."

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About

The End of Us is a minimalist indie game where you control a small shape navigating a vast, quiet space. Your only companion is an orange comet that alternates between playful and erratic. You chase each other, collide, and race toward distant stars while slowly growing larger. The comet’s actions shift unpredictably, from affectionate circles to sudden dashes, mirroring the push-and-pull of connection. Over time the environment changes. Asteroids appear chipping away at both you and your companion. The game’s mechanics are simple but its rhythm builds tension as the world shrinks. The game’s strength lies in its emotional undertones. Without dialogue or explicit story it conveys the weight of dependency and loss. The final stretch forces a quiet but heavy decision: which of you will endure and which will fade. Players often note its haunting simplicity and how the abstract mechanics echo real relationships. Released over a decade ago it remains a brief but impactful experience. Many describe it as a meditation on companionship and the inevitability of separation.

Storyline

"The End of Us" was designed to evoke friendship, attachment, and affinity without overt narrative. The orange comet's behaviors - introducing itself with a walloping hello, then running away can-you-catch-me style, circling around you for attention or chasing after the stars (what do those do, anyway? Do you just want them because Orange does?) - are intended to endear. It might not arise directly from the actions (Orange spends a non-trivial amount of time bashing into you after all) but emerges from the familiarity of friendship, good and bad, and the hollow that arises after one-to-one attention vanishes, permanently, for whatever reason. As you grow and age and eventually start to fade alongside your friend, you come upon an asteroid belt that chips away at both of you. Your final (only?) choice in the game is who will take the fall, and who will have to suffer a solo existence after.

Game Modes

Single player

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