Compare A Storied Life: Tabitha prices across 50+ stores and find the best deal. Developed by Lab42. Published by Secret Mode. Released on 4/14/2026. Available on PC, Mac. Genres: Casual, Indie.

Sorting through a dead woman's cottage is the whole game, and somehow that's enough - if you commit to one of her many possible lives instead of trying to keep a little of everything.

My first hour with A Storied Life: Tabitha felt like discovering a beautifully wrapped gift I hadn't earned yet. You arrive at Tabitha Kettlewell's British cottage to clear it out, and from the first room the hand-drawn spaces pull you in completely. Cupboard doors creak. Lifting a rug reveals something forgotten underneath. The sound design has that rare quality of making silence feel inhabited rather than absent. It is the kind of craft I want to press my ear against. The core loop asks you to move room by room, sorting every object into three piles: recycle it, auction it off to fund a holiday, or pack it into your single cardboard box to keep. The box is a grid puzzle - items must be rotated and arranged like soft Tetris pieces, their weight and fragility factored in. Tape reinforces the box to hold heavier loads. Bubble wrap protects breakable china. Vacuum bags compress soft goods. The tactility of it is quiet and satisfying in a way few casual games manage. What you keep is what builds Tabitha's memoir: each saved object unlocks a set of associated words, and after each room you fill in the damaged, water-blurred manuscript in a Mad Libs style. One run might paint her as a loving grandmother. Another reveals a horticultural obsession. Another suggests witchcraft, or fraud, or a decades-long grief that never fully lifted. Here is where the game's honest tension lives. The memoir system works best when you commit hard to a single narrative thread per playthrough - the witch strand, the lover strand, the grieving widow. Items within each theme are gently signposted with matching dot patterns on the box. Follow them faithfully and the memoir produces something coherent, even affecting. Stray from the path, packing one gardening glove and one mourning veil and one witchy candle because all of it feels true to a life, and the resulting prose turns grammatically strange and emotionally inert. The game calls this freedom. Critics and players both noticed it reads more like constraint in disguise. The single-box limit amplifies this: most rooms are full of things you simply cannot bring home, and that scarcity forces a focus the game frames as meaningful choice but which functions more like a required solution. Labelling that a flaw feels reductive, though. Two modes give players an immediate option: Cosy mode applies full weight and fragility rules, while Relaxed mode strips the physics requirements away so the memoir stays central. The daily puzzles, which strip out the story entirely and just ask you to pack efficiently, are a pleasant aside for the spatially-minded. And the endings themselves - several of them, ranging from warmth to quiet devastation - do arrive with genuine weight when a playthrough holds its thread. The first run takes roughly two hours. Seeing all the versions of Tabitha across multiple playthroughs lands somewhere between eight and fifteen hours, depending on patience with chapter repetition, since rooms must be replayed with different selections to unlock new strands. Some players will find that loop compelling. Others will speed through rooms they have already memorised, waiting for the memoir screen. What stays with me is the cottage itself. The cramped kitchen, the cluttered garage with Tabitha's ancient car, the living room wall where the lighter patches of wallpaper mark where frames once hung. Lab42 built a space that earns its quiet sadness through specificity rather than sentiment. It is a small, handmade thing that knows what it is and mostly knows when to stop. I wish the memoir system trusted the player's instincts as much as the art direction trusts the player's eye. It does not, quite. But the hour you spend in that house for the first time, not yet knowing what works and what doesn't, is the kind of hour I play games to find. Kai, Scout Team

A Storied Life: Tabitha
CasualIndie

A Storied Life: Tabitha

Apr 14, 2026Lab42Secret Mode
GamerScout Says

Sorting through a dead woman's cottage is the whole game, and somehow that's enough - if you commit to one of her many possible lives instead of trying to keep a little of everything.

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About A Storied Life: Tabitha

My first hour with A Storied Life: Tabitha felt like discovering a beautifully wrapped gift I hadn't earned yet. You arrive at Tabitha Kettlewell's British cottage to clear it out, and from the first room the hand-drawn spaces pull you in completely. Cupboard doors creak. Lifting a rug reveals something forgotten underneath. The sound design has that rare quality of making silence feel inhabited rather than absent. It is the kind of craft I want to press my ear against. The core loop asks you to move room by room, sorting every object into three piles: recycle it, auction it off to fund a holiday, or pack it into your single cardboard box to keep. The box is a grid puzzle - items must be rotated and arranged like soft Tetris pieces, their weight and fragility factored in. Tape reinforces the box to hold heavier loads. Bubble wrap protects breakable china. Vacuum bags compress soft goods. The tactility of it is quiet and satisfying in a way few casual games manage. What you keep is what builds Tabitha's memoir: each saved object unlocks a set of associated words, and after each room you fill in the damaged, water-blurred manuscript in a Mad Libs style. One run might paint her as a loving grandmother. Another reveals a horticultural obsession. Another suggests witchcraft, or fraud, or a decades-long grief that never fully lifted. Here is where the game's honest tension lives. The memoir system works best when you commit hard to a single narrative thread per playthrough - the witch strand, the lover strand, the grieving widow. Items within each theme are gently signposted with matching dot patterns on the box. Follow them faithfully and the memoir produces something coherent, even affecting. Stray from the path, packing one gardening glove and one mourning veil and one witchy candle because all of it feels true to a life, and the resulting prose turns grammatically strange and emotionally inert. The game calls this freedom. Critics and players both noticed it reads more like constraint in disguise. The single-box limit amplifies this: most rooms are full of things you simply cannot bring home, and that scarcity forces a focus the game frames as meaningful choice but which functions more like a required solution. Labelling that a flaw feels reductive, though. Two modes give players an immediate option: Cosy mode applies full weight and fragility rules, while Relaxed mode strips the physics requirements away so the memoir stays central. The daily puzzles, which strip out the story entirely and just ask you to pack efficiently, are a pleasant aside for the spatially-minded. And the endings themselves - several of them, ranging from warmth to quiet devastation - do arrive with genuine weight when a playthrough holds its thread. The first run takes roughly two hours. Seeing all the versions of Tabitha across multiple playthroughs lands somewhere between eight and fifteen hours, depending on patience with chapter repetition, since rooms must be replayed with different selections to unlock new strands. Some players will find that loop compelling. Others will speed through rooms they have already memorised, waiting for the memoir screen. What stays with me is the cottage itself. The cramped kitchen, the cluttered garage with Tabitha's ancient car, the living room wall where the lighter patches of wallpaper mark where frames once hung. Lab42 built a space that earns its quiet sadness through specificity rather than sentiment. It is a small, handmade thing that knows what it is and mostly knows when to stop. I wish the memoir system trusted the player's instincts as much as the art direction trusts the player's eye. It does not, quite. But the hour you spend in that house for the first time, not yet knowing what works and what doesn't, is the kind of hour I play games to find. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieCosy PuzzleMultiple EndingsMad Libs NarrativeGrid PackingGrief ThemeRoom-by-Room ExplorationDaily PuzzlesReplay-DrivenHidden Objects

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
5 GB available space
Graphics
Nvidia GeForce GTX 1050 Ti 4GB or AMD Radeon RX 550 4GB
Processor
Intel i3-6100 or AMD Ryzen 3 1200

Recommended

OS
Windows 10
Memory
8 GB RAM
Storage
5 GB available space
Graphics
Nvidia GeForce GTX 1660 6GB or AMD Radeon RX 5500 8GB
Processor
Intel i5-8600K or AMD Ryzen 5 3600

Reviews & Ratings

No ratings available

Game Info

Developer
Lab42
Publisher
Secret Mode
Release Date
Apr 14, 2026

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