
Kimmy
A two-hour gut-punch dressed up as a sunny 1960s summer afternoon. If you've ever watched a child carry a weight no kid should have to carry, Kimmy will find you.
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Screenshots & Media

About Kimmy
My first instinct with Kimmy was to settle in for something gentle, maybe a little nostalgic, the kind of thing you play with a cup of tea on a quiet Sunday. That instinct is exactly what Nina Freeman and Laura Knetzger are counting on, and they use it against you with real precision. This is a short visual novel set across a single summer in suburban Massachusetts, 1968, and it arrives looking warm and hand-illustrated and almost whimsical. It is not whimsical. It knows exactly when to stop being warm. You play as Dana, a girl on the edge of fifth grade who unofficially takes on babysitting duties for Kimmy, a quiet, withdrawn kid from a family with visible cracks. The structure across the game's five acts is deceptively loose. Each day you choose which neighborhood kids to spend time with, and a daily time limit means you cannot see everyone in a single run, which nudges you toward replaying to catch different threads. The interactive pieces are light: you play street games like Double Dutch, hopscotch, and kick the can with the neighborhood children, and a small quiz mechanic has you recalling the correct rules before each game starts. There are no branching dialogue choices within conversations, and your activity picks carry no weight on the ending. Some players find that frustrating, and I understand the complaint. But the design decision feels honest. Dana is a child. She cannot fix anything. She can only show up, play, and listen to what the adults and other kids are willing to let slip. What slips is quietly devastating. The conversations layer in bullying, racism, hints of alcoholism, child neglect, the particular cruelty of adults deciding a child cannot handle truth. The writing, which draws on Nina Freeman's own family history, never announces these themes with a dramatic music sting. They surface the way difficult things surface in childhood: sideways, in half-sentences, in something a neighbor kid says that you almost miss. The painterly art by Laura Knetzger suits this perfectly, a style that looks cheerful from a distance and reveals its weight slowly. The soundtrack by Louie Zong leans on acoustic guitar and sparse synth piano, understated enough to feel like summer air rather than score, and it gradually darkens alongside the narrative in a way that players in the community specifically called out as quietly beautiful. The honest limitations worth naming: a single playthrough sits around two to three hours, and players who need meaningful choices affecting the story's direction will not find that here. The ending, which leaves several threads deliberately unresolved, has divided some people. I think the ambiguity is the point. Childhood does not resolve cleanly. What Kimmy captures, better than most games I have spent time with, is the exact moment when a kid starts to understand that the adult world operates on rules she was not told about, and that her empathy is real but her power is not. This is a game for people who care about what a visual novel can do when the craft is intentional from the writing desk to the last note of the score. It is not for players who need agency to feel present. Come to it as you would a short story or a film. Stay for all five acts in one sitting if you can. The second half earns everything the first half sets up. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista, 7 or later
- Memory
- 1024 MB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- Shader Model 2.0
- Processor
- 2 GHz or faster processor
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Reviews & Ratings
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Game Info
- Developer
- Star Maid Games
- Publisher
- N/A
- Release Date
- Apr 18, 2017
