Compare Arise: A Simple Story prices across 50+ stores and find the best deal. Developed by Piccolo Studio. Published by Untold Tales. Released on 12/3/2020. Available on PC, Xbox. Genres: Adventure, Indie. Metacritic score: 79/100.

A wordless puzzle-adventure about grief and memory, where you bend time itself to relive a life shared with someone you've lost.

Arise: A Simple Story is a third-person narrative puzzle game from Piccolo Studio, a small Barcelona-based team, and it does something quietly ambitious: it tells a complete human life without a single word of dialogue. You play as an old man who has just died, and the game walks you backward through his memories, each chapter a different season, a different mood, a different emotional weight. The central mechanic is time manipulation - not rewind in the action-game sense, but a slow, deliberate scrubbing of a moment's timeline using the right stick. Rain falls and rises. Fire blooms and retreats. Ice melts and refreezes. You use that loop to solve environmental puzzles, and the puzzles themselves are modest in difficulty. This is not a game that wants to frustrate you. What Piccolo Studio understood, and what a lot of bigger studios miss, is that the mechanic has to mean something emotionally. Controlling time here is not a power fantasy. It feels more like the desperate act of a mind that refuses to let go, replaying the good moments over and over, trying to hold them still. That's a design decision I find genuinely affecting. The chapters range from warm and pastoral to genuinely bleak, and the pacing respects that range. The slow opening chapter earns its quietness. If you put it down after thirty minutes thinking nothing is happening, you've left at the wrong time. The art direction is the other thing worth talking about at length. Every environment is handcrafted and specific - snowfields, sunflower meadows, cramped village interiors, cave systems lit by bioluminescent plants. There's no HUD. The camera pulls wide when it wants you to feel small, and closes in when something personal is happening. It reads like someone thought hard about every single shot. The soundtrack by Jose Sotomayor sits just underneath the visuals, never announcing itself, which is exactly right for material this quiet. Piano, strings, nothing that grandstands. The criticisms are real and worth naming. The puzzle design plateaus early and never really escalates. Some players will find the whole thing too easy, too linear, too short - the runtime lands around four to six hours depending on how much you stop to look around. The controls on PC with a keyboard feel clumsy, and this is firmly a controller game regardless of what the platform listing implies. A few of the later chapters lean harder on sadness than the story has quite earned, and whether that lands or tips into sentimentality will depend entirely on what you bring into it. This is a game for people who treat short, intentional experiences as legitimate and complete - not lesser for their brevity. It's for anyone who has lost someone and found themselves doing the mental equivalent of scrubbing through a memory to hold it a moment longer. It's for players who want to feel something specific rather than accomplish something large. It is not for players who measure value in hours or who need mechanical depth to stay engaged. Piccolo Studio made exactly the game they set out to make, and that clarity of purpose is rarer than it sounds. Kai, Scout Team

Arise: A Simple Story
AdventureIndie

Arise: A Simple Story

Dec 3, 2020Piccolo StudioUntold Tales
GamerScout Says

A wordless puzzle-adventure about grief and memory, where you bend time itself to relive a life shared with someone you've lost.

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About Arise: A Simple Story

Arise: A Simple Story is a third-person narrative puzzle game from Piccolo Studio, a small Barcelona-based team, and it does something quietly ambitious: it tells a complete human life without a single word of dialogue. You play as an old man who has just died, and the game walks you backward through his memories, each chapter a different season, a different mood, a different emotional weight. The central mechanic is time manipulation - not rewind in the action-game sense, but a slow, deliberate scrubbing of a moment's timeline using the right stick. Rain falls and rises. Fire blooms and retreats. Ice melts and refreezes. You use that loop to solve environmental puzzles, and the puzzles themselves are modest in difficulty. This is not a game that wants to frustrate you. What Piccolo Studio understood, and what a lot of bigger studios miss, is that the mechanic has to mean something emotionally. Controlling time here is not a power fantasy. It feels more like the desperate act of a mind that refuses to let go, replaying the good moments over and over, trying to hold them still. That's a design decision I find genuinely affecting. The chapters range from warm and pastoral to genuinely bleak, and the pacing respects that range. The slow opening chapter earns its quietness. If you put it down after thirty minutes thinking nothing is happening, you've left at the wrong time. The art direction is the other thing worth talking about at length. Every environment is handcrafted and specific - snowfields, sunflower meadows, cramped village interiors, cave systems lit by bioluminescent plants. There's no HUD. The camera pulls wide when it wants you to feel small, and closes in when something personal is happening. It reads like someone thought hard about every single shot. The soundtrack by Jose Sotomayor sits just underneath the visuals, never announcing itself, which is exactly right for material this quiet. Piano, strings, nothing that grandstands. The criticisms are real and worth naming. The puzzle design plateaus early and never really escalates. Some players will find the whole thing too easy, too linear, too short - the runtime lands around four to six hours depending on how much you stop to look around. The controls on PC with a keyboard feel clumsy, and this is firmly a controller game regardless of what the platform listing implies. A few of the later chapters lean harder on sadness than the story has quite earned, and whether that lands or tips into sentimentality will depend entirely on what you bring into it. This is a game for people who treat short, intentional experiences as legitimate and complete - not lesser for their brevity. It's for anyone who has lost someone and found themselves doing the mental equivalent of scrubbing through a memory to hold it a moment longer. It's for players who want to feel something specific rather than accomplish something large. It is not for players who measure value in hours or who need mechanical depth to stay engaged. Piccolo Studio made exactly the game they set out to make, and that clarity of purpose is rarer than it sounds. Kai, Scout Team

Tags

steamNarrative-DrivenTime ManipulationEmotionalController RecommendedWordless StorytellingGrief ThemeShort PlaythroughEnvironmental PuzzlesSingle Player

System Requirements

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Reviews & Ratings

Metacritic
79
Steam
92%(3,035)

Game Info

Developer
Piccolo Studio
Publisher
Untold Tales
Release Date
Dec 3, 2020

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