Florence
Florence is a wordless interactive storybook about first love, told through puzzle mechanics that shift with every emotional beat. Short, precise, and quietly affecting.
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About Florence
Florence is not trying to be a game in the traditional sense, and the sooner you accept that, the more it gives back. Developed by Mountains and published by Annapurna Interactive, it is an interactive storybook that tells the story of Florence Yeoh: a young woman locked in a routine she barely notices, until she meets a cellist named Krish and everything quietly rearranges itself. The whole thing runs around an hour to ninety minutes, and every minute of that is intentional. What makes Florence worth your time is how cleverly it uses mechanics as metaphor. Early conversations with Krish are literal jigsaw puzzles, with dialogue pieces you fit together. At first the fragments are many and irregular. As the relationship deepens, the pieces get larger and fewer, because talking to someone you love gets easier. That single mechanical arc communicates more about intimacy than most visual novels manage across ten hours of text. Other segments ask you to pack a box, arrange furniture, or scroll through a phone at 2am, and each interaction carries exactly the emotional weight the scene needs. Nothing overstays its welcome. The art direction is the other reason to be here. Kevin Lau's illustration style sits somewhere between a Taiwanese indie animation and a watercolour picture book, all soft light and careful negative space. It is expressive without being showy. The soundtrack by Kevin Penkin (who scored Made in Abyss) is the kind of score you will hum for days afterward, gentle and achingly present in the right moments. If you are the type of person who notices when a game's visual and audio layers are genuinely in conversation with each other, Florence rewards that attention. The criticisms are real but small. At its current length, Florence costs more per minute than almost anything else on Steam. Some players will feel that the ending, which resists tidy resolution, is unsatisfying rather than honest. And if you come expecting interactivity that challenges you mechanically, you will be frustrated. The puzzles have no fail states. There is nothing to figure out. The agency you have is entirely emotional, not strategic. For those reasons, Florence is absolutely not for everyone. But for players who want a handcrafted, visually coherent, emotionally grounded short experience, it is one of the most considered things on this platform. It knows exactly what it is, knows when to end, and respects your time and feelings enough to do both well. Kai, Scout Team
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Game Info
- Developer
- Mountains
- Publisher
- Annapurna Interactive
- Release Date
- Feb 13, 2020