
A Day Without Me
Indonesian indie team drops you into an empty city with no answers, no hand-holding, and one to two hours of surreal dread that confounds genre expectations at every turn.
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Screenshots & Media

About A Day Without Me
My first instinct with A Day Without Me was to file it under horror and move on. That instinct is wrong, and the game quietly enjoys being wrong about. Gamecom Team, an Indonesian indie studio, built something that resists clean labelling: it is part isometric puzzle adventure, part psychological mood piece, part surreal collage, and every time you think you have it pinned down, it slides into a different register. That slipperiness is either its greatest quality or its central flaw, depending on what you came here for. You play an unnamed child who wakes to find their suburban neighbourhood completely empty. Crashed cars line the streets, blood marks the pavement, and voices drift in from no clear direction. The early puzzle loop is light but functional: search rooms, locate keys on top of bookcases, push out into the wider deserted city. What comes next is harder to categorise. The game asks you to play hopscotch in a park, activate switches, burn graves, and survive chase sequences, all strung together by a narrative that offers far more atmosphere than explanation. Some individual sequences land with genuine unease. One whisper-heavy stretch in the middle of the game earns real discomfort. But those high points sit inside a structure that feels more like a fever-dream mixtape than a considered story, and by the ending, the emotional payoff many players are hoping for simply does not arrive. The mystery deepens without resolving, and reasonable people will disagree on whether that is artistic intent or an incomplete idea. The soundscape is where the craft shows most clearly. Silence and ambient nature sounds do most of the heavy lifting, and when the sparse musical moments surface, they hit harder for the contrast. The visual style mixes pastel colours with blood-spattered streets, a dissonance that is intentional and mostly effective. The collectibles, however, undercut the mood: they lean on Indonesian internet memes and in-jokes that shatter immersion right when the atmosphere is working hardest. They are charming as a cultural fingerprint, but they belong to a different, goofier game. Practical warnings are worth naming. The translation into English has rough patches, with at least one objective phrased in a way that sent early players on long wrong-direction loops. Progress-blocking glitches have been reported, where interactable objects vanish if a puzzle is failed too many times. A full reinstall cleared the issue without erasing saves, but that is a friction point nobody should have to discover mid-session. Run time is short, somewhere between one and two hours for most players, so the window for frustration is mercifully small. There is no real replay value once the single story path is exhausted, and the collectibles offer no mechanical reward. Who is this for? Players who like their horror oblique, who can tolerate a narrative that refuses to tie its threads, and who find the texture of loneliness in an empty city rewarding enough on its own. If you need closure, skip it. If a short, strange, handcrafted oddity from a small Indonesian team sounds like exactly the kind of overlooked thing worth thirty minutes of curiosity, it almost certainly is. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or newer
- Memory
- 1 GB RAM
- DirectX
- Version 10
- Storage
- 1 GB available space
- Graphics
- Intel HD 4000
- Processor
- Intel Core i3 M380
Reviews & Ratings
No ratings available
Game Info
- Developer
- Gamecom Team
- Publisher
- Gamecom Team
- Release Date
- Jun 26, 2020