
Sentience: The Android's Tale
A quiet sci-fi moral puzzle about what it means to wake up with no past and a colony full of people who already have opinions about you. Prepare to read, think, and feel the weight of every word you choose.
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I have a soft spot for games that ask big questions in small rooms, and Sentience: The Android's Tale is very much that kind of game. You step into the chassis of J-7, an android arriving at Base Alpha on the desert borderworld of Akritas, memory wiped clean, surrounded by twenty-four colonists who range from warmly curious to openly hostile toward artificial life. From that quiet, disorienting starting point, the entire experience unfolds as a slow reckoning with identity, obedience, and what conscience means when you were assembled rather than born. The structure is built around a fourteen-day calendar, with each day delivering a set of point-and-click tasks. You examine objects, converse with colonists, deliver items, and make dialogue choices that branch the story in ways you may not see rewarded for several in-game days. That delayed consequence design is genuinely smart. A small act of defiance on day two might unravel someone's fate on day nine, which gives each playthrough a kind of slow-burning dramatic tension that rewards patience. The colonist database tracks every character you meet, their backstory, and their attitude toward androids, so the game hands you the context you need to make informed, morally weighted calls. With at least a dozen possible endings and every major character capable of surviving or dying based on your choices, the replay value is real and intentional. That said, Sentience is not shy about its rough edges. The base is large and the android walks slowly, which makes fetch-heavy days feel like a grind, especially in quieter stretches where nothing dramatic surfaces. There are no voice performances, the music and sound effects are spare, and some characters share visual similarities that make them hard to distinguish at a glance. The quest log does not reliably tell you where to find people, so you will spend time wandering. If your threshold for pacing is calibrated to action games, this will test it hard. One Steam reviewer who completed the game in just under seven hours summed it up honestly: the experience sits closer to interactive novel than traditional adventure game. For the right player, that is a feature. The writing handles consciousness and servitude with more care than most games triple its size, and the way the narrative actually changes based on your words rather than just your action-menu selections feels earned rather than marketed. Pilgrim Adventures come from the top-down RPG world, and this was a deliberate step toward something more literary. It shows. The atmosphere of an isolated desert colony, the moral algebra of earning or losing colonist trust, the slow creep of uncovering what your mission actually is, all of it accumulates into something that lingers. Just go in knowing this is a game about sitting with uncertainty, not resolving it quickly. If you loved the philosophical weight of games like Orwell or if you find yourself defending slow-burn narratives to friends who quit in the first hour, Sentience will feel like it was made for you specifically. Run it twice with different moral stances and you will see why the Steam rating stayed very positive years after release.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7/8/8.1/10
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 600 MB available space
- Processor
- Intel Core2 Duo or better
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Información del juego
- Desarrolladora
- Pilgrim Adventures
- Distribuidora
- GrabTheGames
- Fecha de lanzamiento
- 2 jun 2017


