Compare Everything prices across trusted key stores and find the best deal. Developed by David OReilly. Published by Double Fine Presents. Released on 4/21/2017. Available on PC. Genres: Casual, Indie, RPG, Simulation. Metacritic score: 78/100.

Play as literally anything - an ant, a mountain, a galaxy - in David OReilly's reality simulation built around Alan Watts philosophy lectures and scale-shifting exploration.

Everything is not an RPG in any traditional sense, which makes it genuinely strange that it carries that genre tag. It is a simulation and an experience game: you start as an animal, discover you can become smaller things or larger things, and gradually realize the scope goes from subatomic particles up through planets and galactic structures. The core mechanic is possession and traversal. You roll or float through environments, absorb other beings, and shift scale at will. There is no combat, no leveling, no fail state. If you opened this page expecting class trees and skill checks, recalibrate now. Where the game finds its identity is in atmosphere and philosophy. Alan Watts narration, drawn from archival lectures, plays throughout - fragments about impermanence, the nature of self, and the interconnectedness of systems. The audio design pairs well with the visual style, which is deliberately abstract: animals and objects tumble rather than walk, geometry is loose, and the world feels procedurally assembled rather than authored. That looseness is a feature, not a bug. OReilly is making a point about scale and meaninglessness-in-the-best-sense, and the aesthetic reinforces it. What works: the scale shifting is genuinely affecting the first time you realize you can zoom out from a blade of grass to a continent to a star system without a loading screen. The soundtrack is excellent. For players burned out on quest markers and XP loops, this is a genuine palate cleanser. What does not work as well: the "things to discover" loop runs thin after a few hours unless you are deeply invested in the philosophical framing. Procedural generation means later environments start to feel repetitive. There are goals - collectibles, a loose autobiography mechanic, unlockable thoughts that form chains - but calling them progression would be generous. This is a wandering game, and whether that satisfies you depends entirely on your appetite for meditative aimlessness. As someone who usually wants her games to have dialogue options and consequences, I found Everything surprisingly compelling for about four hours, then genuinely peaceful as background noise for another two. It does not reward the kind of engaged re-read that a Disco Elysium or a Planescape Torment does. The "choices" here are which scale you occupy and which direction you drift. But there is something honest about a game that commits fully to that premise without padding it with combat systems or fake urgency. The Watts lectures alone are worth the runtime if you have never encountered his work. Think of it less as a game you play and more as an installation you spend time inside. Monika, Scout Team

Everything

Everything

Apr 21, 2017David OReillyDouble Fine Presents
GamerScout Says

Play as literally anything - an ant, a mountain, a galaxy - in David OReilly's reality simulation built around Alan Watts philosophy lectures and scale-shifting exploration.

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GamerScout Verdict

Best for players who want a meditative escape from systems-heavy games and have patience for philosophy over progression.

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About Everything

Everything is not an RPG in any traditional sense, which makes it genuinely strange that it carries that genre tag. It is a simulation and an experience game: you start as an animal, discover you can become smaller things or larger things, and gradually realize the scope goes from subatomic particles up through planets and galactic structures. The core mechanic is possession and traversal. You roll or float through environments, absorb other beings, and shift scale at will. There is no combat, no leveling, no fail state. If you opened this page expecting class trees and skill checks, recalibrate now. Where the game finds its identity is in atmosphere and philosophy. Alan Watts narration, drawn from archival lectures, plays throughout - fragments about impermanence, the nature of self, and the interconnectedness of systems. The audio design pairs well with the visual style, which is deliberately abstract: animals and objects tumble rather than walk, geometry is loose, and the world feels procedurally assembled rather than authored. That looseness is a feature, not a bug. OReilly is making a point about scale and meaninglessness-in-the-best-sense, and the aesthetic reinforces it. What works: the scale shifting is genuinely affecting the first time you realize you can zoom out from a blade of grass to a continent to a star system without a loading screen. The soundtrack is excellent. For players burned out on quest markers and XP loops, this is a genuine palate cleanser. What does not work as well: the "things to discover" loop runs thin after a few hours unless you are deeply invested in the philosophical framing. Procedural generation means later environments start to feel repetitive. There are goals - collectibles, a loose autobiography mechanic, unlockable thoughts that form chains - but calling them progression would be generous. This is a wandering game, and whether that satisfies you depends entirely on your appetite for meditative aimlessness. As someone who usually wants her games to have dialogue options and consequences, I found Everything surprisingly compelling for about four hours, then genuinely peaceful as background noise for another two. It does not reward the kind of engaged re-read that a Disco Elysium or a Planescape Torment does. The "choices" here are which scale you occupy and which direction you drift. But there is something honest about a game that commits fully to that premise without padding it with combat systems or fake urgency. The Watts lectures alone are worth the runtime if you have never encountered his work. Think of it less as a game you play and more as an installation you spend time inside.

Monika
Monika · Scout Team

RPGs

Tags

steamScale ShiftingPhilosophicalAlan WattsMeditativeProcedural ExplorationNo CombatAtmosphericExperience Game

System Requirements

Minimum

Processor
2 GHz Dual-Core 64-bit CPU
Memory
8 GB RAM
Graphics
NVIDIA GeForce GTX 660 or AMD Radeon equivalent
DirectX
Version 11
Storage
2 GB available space

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Reviews & Ratings

Metacritic
78
Steam
83%(3,843)

Game Info

Developer
David OReilly
Publisher
Double Fine Presents
Release Date
Apr 21, 2017

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Frequently asked questions about Everything

How much does Everything cost?

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What platforms is Everything available on?

Everything is available on PC.

When was Everything released?

Everything was released on 21 April 2017.

Who developed Everything?

Everything was developed by David OReilly and published by Double Fine Presents.

Is Everything worth buying?

Everything holds a Metacritic score of 78/100, making it one of the standout Casual titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.