Postgame Review: FriendShapes – Roguelike Dread

Last Updated: March 7, 2025

Table of Contents

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Forget swords, this roguelike battles your psyche

Key Takeaways:

  • Unique Interactive Gameplay – Engaging entity interactions replace traditional combat, making every encounter a puzzle.
  • Roguelike Randomization – Procedurally generated areas and events keep each playthrough fresh and unpredictable.
  • Atmospheric Sound & Visuals – The eerie soundtrack and abstract pixel art amplify the unsettling mood.
  • Deep, Enigmatic Storytelling – The fragmented narrative encourages exploration and personal interpretation.
  • Steep Learning Curve – Understanding entity interactions and resource management takes trial and error.
  • Lack of Clear Direction – The abstract storytelling leaves some players feeling lost without strong guidance.

Introduction

Sometimes, we encounter things in life that are just too surreal to be completely explainable or rational. Video games capture this bizarreness, such as the fight with Gigas in “Earthbound,” the story of “Mouthwashing,” or pixel art visuals in “Faith: The Unholy Trinity”.

So, in the rapidly changing realm of indie horror games, where jump scares and gore often dominate (which is not a bad thing of course), it’s a breath of fresh air to encounter a roguelike title that subverts these conventions.

Enter “FriendShapes,” an abstract RPG-like horror developed by RainingLamppost.This game brings abstract to another level by incorporating complex turn-based interactions/combat with psychedelic visuals and sounds that make you question your safety and sanity.

A unique experience that intertwines with existential themes will keep you engaged as the mystery unfolds. If you crave more psychological indie horror, check out my 10 Latest Indie Horror Trends 2024!

So, let’s dive into the dark, roguelike enigmatic world of “FriendShapes” and see if we can withstand the mind breaking of the Digressions.

Overview

As a roguelike indie horror, “FriendShapes” positions itself as a jumpscare-free abstract horror game, blending elements of existential crisis within an RPG-like features to keep the world story-rich and combat complex.

You traverse through “Digressions,” areas that extend beyond typical boundaries, offering strange and random text events as well as varied maps to ensure a unique experience. The interactions emphasize non-violent dynamics but that doesn’t dampen the experience.

In fact, it encourages us to figure out, understand, and engage with entities rather than resorting to combat.

In my opinion, this makes the interactions more dire as we have limited resources to withstand the mental onslaught from deciphering intents to keeping our focus, mental, and physicality intact.

The Story

As far as the story goes, for a roguelike indie horror, “FriendShapes” seems intentionally enigmatic. This compliments the abstract nature of the game, inviting us as gamers to piece together the story unfolding.

Through exploration and interaction, all I can say, the world changed into something undefinable. This design choice creates a sense of mystery, compelling us to delve deeper into the game’s world to uncover its characters, secrets, our character’s past, and if this is all real.

Spoilers

While the game maintains an air of enigma, certain elements become apparent as we progress. We arrive at the world and from the start, we are thrown off by the first interaction and the first full view of the world.

Edmonton comes off as childish and helpful while the Hifive guy fills us in on the Digressions. Dr. Hydra sheds some light on the history of how the world got into its current state, but even that presents itself as questionable.

The first serious boss fight I encountered made me question the world’s dynamics but soon gave me the impression there was more to our character than meets the eye. By the second Digression, depending on your interactions, our character seems not all innocent or not all bad.

Spoilers End

The Gameplay

I hate him so much

“FriendShapes” distinguishes itself with an interaction system that goes around traditional combat. You engage with various entities or Shapes through non-violent means. Though this sounds not that exciting, the interactions do become more tactical and require precise understanding.

Otherwise, you risk a hefty loss, either story-wise or by loss of your character’s sanity. This approach challenges conventional RPG mechanics, offering a fresh perspective on player-entity encounters.

I mean, you don’t even have to have turn-based interaction with them, which emulates RPG-like combat. You could just trade, save, or avoid most encounters.

Being a roguelike game, Digressions serve as procedurally generated areas filled with randomized events and encounters.

This design ensures that you will be on your toes, conscious of your resources so you can manage accordingly.

Some items serve traditional elements found in RPGs, but others have surprising utility throughout events and interactions. So, player engagement remains prominent in the gameplay.

Game Guide

Protoplego
  • Entity Interaction: Approach entities with curiosity. Understanding their behaviors and motivations is crucial for progression. Definitely read the text as it gives context clues on how to interact and act with them.
    • With the mascot interaction in the Soft Contained Play area, Gesture and Speak seems the best way to get through that encounter.
    • With the Protoplego, one strategy is to Speak and Gesture as it got me through that more quickly.
  • Exploration: Thorough exploration is key. Each area may contain hidden events or entities that contribute to the overarching story.
  • Resource Management: While traditional combat is absent, managing resources and making strategic decisions remain integral to the roguelike gameplay experience.

Graphics and Audio

Visually, “FriendShapes” uses a stylized 3D aesthetic that complements its abstract themes and pixel graphics. The art style enhances the game’s atmosphere, immersing us in the uncanny, bizare world.

The soundtrack, available on platforms like Bandcamp, features experimental compositions that align with the game’s tone.

Tracks such as “Klexos” and “Realitas Ficta, Creatio Verus” contribute to the experience, blending ambient sounds with unsettling melodies.

I’d say the sound really strengthens the mood and intensity in some encounters. Particularly, I like Waldeinsamkeit, which if my German is okay, means like forest of loneliness or lonely forest.

Performance and Technical Aspects

“FriendShapes” became available on platforms like itch.io and Steam, ensuring accessibility for a broad audience. The game runs smoothly on Windows systems, with developers actively addressing bugs and releasing updates to enhance a gamer’s experience.

The developer is also currently working incorporating certain moments of autosave during our venture into the Digressions. This could help in reformulating strategies during pivotal interactions within the Digression.

Length and Replayability

With an estimated playtime of 7-10 hours, “FriendShapes’” roguelike dynamic offers a substantial experience for those seeking depth without an extensive time commitment.

The procedurally generated “Digressions” and randomized events encourage multiple playthroughs, as each journey unveils new aspects of the game’s world.

However, the wealth of achievements does add incentive for multiple playthroughs.

Closing Thoughts

I’m a happy boy

“FriendShapes” stands out in the indie horror genre as an abstract thrill by challenging traditional gameplay mechanics and story structures.

It focuses on psychological interactions, abstract visuals, and atmospheric design to give gamers a unique take that lingers long after the game concludes. For those seeking a thought-provoking journey that defies conventions, “FriendShapes” is a title worth exploring.

So, what do you think of abstract storytelling and visuals in games? Do you think the make horror more eerie? Share your thoughts and comments below.

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