Compare Gone In November prices across 50+ stores and find the best deal. Developed by Florastamine. Published by Sometimes You. Released on 8/18/2016. Available on PC. Genres: Adventure, Indie.

A quiet, grief-stricken adventure about three final days, fractured memories, and the weight of what you can't take back.

Gone In November is a short narrative adventure from developer Florastamine, published by Sometimes You. You play as someone who has just received a terminal diagnosis - three days left, nothing left to negotiate. What follows is not a plot-driven story so much as a slow drift through memory fragments, each one surfacing guilt, regret, and the particular silence of a life that has run out of time to fix things. If you need a genre peg: it sits somewhere between a walking sim and a visual meditation, closer in spirit to a lo-fi art piece than a traditional game. The craft here is small but deliberate. The pixel art carries a muted, almost waterlogged palette - greys and deep browns with occasional flashes of warmer colour that land harder for being rare. The pacing is intentionally unhurried, and I want to be honest about that: there are stretches where not much happens in any conventional sense. For some players that reads as emptiness. For others it reads as the game doing its actual job, which is making you sit inside an uncomfortable emotional register long enough to feel it. I fall into the second camp, though I understand why the Mixed reviews exist. The soundscape does a significant amount of heavy lifting. Ambient audio and the understated score shape the atmosphere in ways the sparse dialogue cannot, and if you are the kind of player who turns off music and skips cutscenes, this game will have almost nothing left to offer you. Played properly - headphones, uninterrupted - it sustains a mood that very few games of this scale attempt. The runtime lands somewhere around the one-to-two hour mark depending on how long you linger. That brevity is not a weakness. The game knows its own length, and it ends before it overstays. Where Gone In November stumbles is in the coherence of its memory fragments. The narrative deliberately obscures what exactly the protagonist has done, and while ambiguity can be a strength, here it occasionally tips into vagueness that feels unearned rather than mysterious. You come away with a mood more than a meaning, and for players who want emotional payoff anchored to something concrete, that gap will be frustrating. The controls and interface are minimal to the point of being almost invisible, which suits the experience but also means there is very little game in the traditional sense to push back against or engage with mechanically. This is an honest recommendation for a specific audience: players who treat short-form narrative games as a separate category worth valuing on its own terms, people who have sat with grief or regret and want a piece of software that acknowledges that territory without wrapping it in catharsis and a bow. It is not polished in a commercial sense, and it is not trying to be. It is one developer making something small and sincere about dying, and on that narrow brief it mostly succeeds. Kai, Scout Team

Gone In November
AdventureIndie

Gone In November

Aug 18, 2016FlorastamineSometimes You
GamerScout Says

A quiet, grief-stricken adventure about three final days, fractured memories, and the weight of what you can't take back.

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About Gone In November

Gone In November is a short narrative adventure from developer Florastamine, published by Sometimes You. You play as someone who has just received a terminal diagnosis - three days left, nothing left to negotiate. What follows is not a plot-driven story so much as a slow drift through memory fragments, each one surfacing guilt, regret, and the particular silence of a life that has run out of time to fix things. If you need a genre peg: it sits somewhere between a walking sim and a visual meditation, closer in spirit to a lo-fi art piece than a traditional game. The craft here is small but deliberate. The pixel art carries a muted, almost waterlogged palette - greys and deep browns with occasional flashes of warmer colour that land harder for being rare. The pacing is intentionally unhurried, and I want to be honest about that: there are stretches where not much happens in any conventional sense. For some players that reads as emptiness. For others it reads as the game doing its actual job, which is making you sit inside an uncomfortable emotional register long enough to feel it. I fall into the second camp, though I understand why the Mixed reviews exist. The soundscape does a significant amount of heavy lifting. Ambient audio and the understated score shape the atmosphere in ways the sparse dialogue cannot, and if you are the kind of player who turns off music and skips cutscenes, this game will have almost nothing left to offer you. Played properly - headphones, uninterrupted - it sustains a mood that very few games of this scale attempt. The runtime lands somewhere around the one-to-two hour mark depending on how long you linger. That brevity is not a weakness. The game knows its own length, and it ends before it overstays. Where Gone In November stumbles is in the coherence of its memory fragments. The narrative deliberately obscures what exactly the protagonist has done, and while ambiguity can be a strength, here it occasionally tips into vagueness that feels unearned rather than mysterious. You come away with a mood more than a meaning, and for players who want emotional payoff anchored to something concrete, that gap will be frustrating. The controls and interface are minimal to the point of being almost invisible, which suits the experience but also means there is very little game in the traditional sense to push back against or engage with mechanically. This is an honest recommendation for a specific audience: players who treat short-form narrative games as a separate category worth valuing on its own terms, people who have sat with grief or regret and want a piece of software that acknowledges that territory without wrapping it in catharsis and a bow. It is not polished in a commercial sense, and it is not trying to be. It is one developer making something small and sincere about dying, and on that narrow brief it mostly succeeds. Kai, Scout Team

Tags

steamWalking SimShort StoryEmotionalGrief NarrativePixel ArtAtmospheric SoundtrackSingle PlaythroughMinimalist

System Requirements

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Reviews & Ratings

Steam
63%(400)

Game Info

Developer
Florastamine
Publisher
Sometimes You
Release Date
Aug 18, 2016

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