
Vessels
A 2-3 hour student project that won an IGF award and still gets ignored. It deserves your afternoon more than most $60 releases deserve your weekend.
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About Vessels
I keep a mental list of games that won awards and somehow still slipped past everyone, and Vessels sits near the top of it. It took an IGF 2021 Student Prize win and still couldn't land press coverage or a PR company willing to return calls. That obscurity is a genuine loss for anyone who enjoys science fiction that actually has something to say. You wake up quarantined in an airlock aboard the Kairos-03, a ship crewed by three people who are debating whether to space you. You have no name, no memories, and a mysterious Voice in your head that claims to be you. The loop-based structure gets going quickly: each time the crew ejects you, time resets and you carry forward what you learned. The early sessions are about something as small as discovering your own name. The later ones require you to understand the crew's fracture lines well enough to exploit them. It sounds bleak, and in the best way, it is. The three crew members, Rakesh, Peyton, and Marv, each want Esme (the host body you eventually possess) to be something different for them. Figuring out who needs what, and then weaponising that knowledge, is where the game's psychological texture lives. The possession mechanic is where Vessels separates itself from pure visual novel territory. Inhabiting the other crew members lets you physically explore the ship, overhear conversations you shouldn't have access to, and nudge events in ways that ripple across the dialogue later. The conversations themselves are the puzzles. There are no inventory items to combine or environmental switches to find. You are working with social levers, emotional pressure, and the accumulated context of prior loops. It sits, as one player put it, somewhere between a visual novel and a traditional adventure game, and the blend feels intentional rather than compromised. The writing carries real authorial weight. The director's background is in psychology and playwriting, and that shows in how each character is written as a bundle of competing self-images rather than a plot function. The game's thematic core, about performing versions of yourself to survive while your sense of a real self quietly collapses, gives every conversation a second layer that lingers past the credits. Multiple endings mean the two to three hour runtime is not entirely fixed, and subsequent runs feel worth doing rather than obligatory. If I am being honest about its limits: the visual presentation is functional and atmospheric but not lavish. This is a compact, intimate production with a small team and student-project origins. Players expecting environmental spectacle will be underwhelmed. What they will find instead is writing that punches above the weight of games with twenty times the budget, a mood that holds its tension without cheap horror tricks, and a structure that respects the player's time while quietly making them feel implicated in things they did not plan to do. That combination is rarer than it should be. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or higher
- Memory
- 4 GB RAM
- Storage
- 12 GB available space
- Graphics
- Video card with 512MB of VRAM or higher
- Processor
- Dual Core 2.1Ghz or higher
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Game Info
- Developer
- Local Space Survey Corps
- Publisher
- Local Space Survey Corps, LLC
- Release Date
- Dec 8, 2020