
Orwell's Animal Farm
A hand-painted interactive fable that asks whether you can save the farm from itself, knowing full well the answer Orwell already wrote. Beautiful to look at, genuinely haunting to hear, and just unsteady enough mechanically to keep it from greatness.
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About Orwell's Animal Farm
I have a soft spot for games that shouldn't exist on paper, and Nerial adapting one of the most politically charged novellas in the English language into a point-and-click resource manager is exactly that kind of audacious, slightly mad idea. The result is something I'd describe as a literary mood piece wearing the costume of a strategy game. You are not quite one of the animals and not quite Orwell himself. You are a silent hand hovering over Manor Farm, nudging it toward revolution or ruin across seven years of changing seasons. The mechanics work like this: each turn you click animals to assign tasks, harvesting hay before winter, repairing barns, building defenses against the human farmers who want their land back. Three core meters sit beneath everything you do, tracking animal wellbeing, food supply, and Animalism, the ideological devotion that Napoleon and Squealer depend on to keep the sheep reciting slogans. The tension between those three variables is genuinely interesting in theory. In practice, random events can wipe out food stores the moment you build them, and key characters sometimes vanish from your available options without warning, leaving you unable to act the way you planned. The farm often feels less like something you run and more like something you watch fail while clicking. Critics and players noticed the same friction, describing choices as "arbitrary" and a sense that the narrative turns its pages regardless of what you do. Where the game earns real affection is in its presentation. The visuals are illustrated in a style that reads like a 1930s children's book brought to gentle life, soft pastels and rolling fields that make the creeping authoritarianism land with a quiet, unsettling weight. The narration by Abubakar Salim (Bayek in Assassin's Creed: Origins) is genuinely powerful, omniscient and measured, the kind of voice that makes Orwell's own prose sound the way it always deserved to sound out loud. The score carries that same quality, folk-tinged and slightly mournful, the kind of soundtrack you keep thinking about after the session ends. Replayability is the honest sticking point. There are eight possible endings, and some of the branching choices are meaningful, like deciding whether to side with the idealistic Snowball and his windmill plans or let Napoleon consolidate power. But reaching those alternate outcomes requires playing through largely the same sequences again, and there is no way to skip dialogue you have already seen. A single run lands somewhere around an hour, which is the right length for what this is. The fourth and fifth runs, less so. Post-launch patches did address some of the rougher edges, including dead characters reappearing and pacing issues in the later seasons, so the version available now is meaningfully tidier than at launch. My honest read: this is a game for people who care about the source material, who maybe read it at school and want to sit inside it for a few hours rather than simply retrace its plot. Approached as interactive literary fiction with light management flavor, it rewards you. Approached as a strategy game where your decisions carry real weight, it will frustrate you. The storybook art and Salim's narration alone are worth something. The mechanical limitations are real. Know which kind of player you are before you sit down with it. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 / 8 / 8.1 / 10
- Memory
- 4 GB RAM
- Storage
- 1 GB available space
- Graphics
- Intel HD graphics
- Processor
- 1.5GHz
Reviews & Ratings
No ratings available
Game Info
- Developer
- Nerial
- Publisher
- The Dairymen
- Release Date
- Dec 10, 2020