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And Roger

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And Roger

Jul 24, 2025

Main game

4.20 average rating based on 35 ratings

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It was a morning like all others, until she realized her dad wasn't home. In his place, a stranger who speaks nonsense and insists she "takes her medicine". Who is he? Where is dad?
Release Dates
Jul 24, 2025 Full Release (Worldwide)
Mac, Nintendo Switch, PC (Microsoft Windows)
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User Stats
65
In Collection
15
Wish Listed
0
Playing
17
Backlogged
How Long Is And Roger?
Main story: 1.1 hours
Main + extras: 1.2 hours
100% completion: 0.8 hours
Total completions: 5
kensho
kensho gave Aug 4, 2025
kensho gave Aug 4, 2025
It hits!

The medium being used in its full breath to transmit an insurmountably horrible feeling. And in 1 hour! It's wonderful and it got me crying, so 10/10.

georgeypoorgey
georgeypoorgey gave Oct 14, 2025
georgeypoorgey gave Oct 14, 2025
georgeypoorgey's review of And Roger

best game that ends in a bible verse

everytime i had to move the mouse out of the way to see a horrifying/beautiful life-affirming moment, I said "this design sucks-" through tears.

SnakeyDave
SnakeyDave gave Dec 11, 2025
SnakeyDave gave Dec 11, 2025
Thoughtful and complete
This review is for the Nintendo Switch version

Sweet, mechanically inventive and thematically apt. Quite a bold opening, I thought I was in for something much edgier; a clever wrongfoot.

Some inventive interaction and the hostility in the interface is engaging; narrative-focused experiences can sometimes feel frictionless and one's interactions redundant, but not here.

To the Moon and Florence comparisons are well made. I probably prefer it to both.

giopep
giopep gave Nov 13, 2025
giopep gave Nov 13, 2025
giopep's review of And Roger
This review is for the PC (Microsoft Windows) version

This is hard to write about because half the experience lies in the discovery, I really don’t want to spoil it and considering it’s a 60 minutes game, if not less, it’s hard to be specific. Let’s just say it plays with the idea of the untrustworthy narrator and it integrates that in the gameplay. It’s a very simple narrative game, but it’s so effective and moving. By the end I was crying like a baby.

Trost
Trost gave Mar 23, 2026
Trost gave Mar 23, 2026
Meh

Gameplay is meh, storytelling is meh, bible quote in the end felt... out of place?
Anyway, as someone who's interested in depictions of how different mental disorders can change one's perception or way of life, this one was a miss for me.

SIGINT
SIGINT gave Nov 16, 2025
SIGINT gave Nov 16, 2025
Respectable piece of interactive storytelling
This review is for the Nintendo Switch version

I didn’t really get the overall impact out of this short interactive story that a lot of people are getting, even if I can see why it worked for them.

At first I really disliked how the game is played, particularly with a controller which doesn’t really fit the game’s pointer-based design. Moving that cursor around, you figure out the right way to interact with various abstract buttons, knobs, and sliders as part of little minigames associated with each scene. It can often be quite awkward, but this is is occasionally a positive as it allows some scenes to get across an extra level of tension, frustration, and uncertainty that is core to its protagonist’s perspective. A couple moments also use a simple shared motion to connect two ideas in a way similar to a match cut in film, others intentionally use their UI design to have you do stuff the wrong way and then adjust in a way that makes narrative sense, things like that which work reasonably well.

There’s a sort of conflict where on the one hand the intentional clunkiness immerses you in the character’s experience, but also often kept me at a distance, and the narrative’s …

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I didn’t really get the overall impact out of this short interactive story that a lot of people are getting, even if I can see why it worked for them.

At first I really disliked how the game is played, particularly with a controller which doesn’t really fit the game’s pointer-based design. Moving that cursor around, you figure out the right way to interact with various abstract buttons, knobs, and sliders as part of little minigames associated with each scene. It can often be quite awkward, but this is is occasionally a positive as it allows some scenes to get across an extra level of tension, frustration, and uncertainty that is core to its protagonist’s perspective. A couple moments also use a simple shared motion to connect two ideas in a way similar to a match cut in film, others intentionally use their UI design to have you do stuff the wrong way and then adjust in a way that makes narrative sense, things like that which work reasonably well.

There’s a sort of conflict where on the one hand the intentional clunkiness immerses you in the character’s experience, but also often kept me at a distance, and the narrative’s overall shape made it hard to appreciate what it was trying to do and land on the side of immersion until pretty late in this already-short experience. Brevity does also feel like part of the problem for me in emotional impact as there is just not much time with these characters, and because of that and the gameplay risks it takes and whatever else about the story and art style and so on that doesn’t connect for me, it remained more an interesting concept to me than something I was very into.

It would be missing the point to call this not fun or not entertaining or whatever, but despite the things I can understand and appreciate about it, it just didn’t quite hit.

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Roach
Roach updated their status Mar 14, 2026
Roach updated their status Mar 14, 2026

Article: And Roger Review - When Actions Speak Louder by Marcus Stewart

Score Report: 8.5 / 10

And Roger left me feeling a whirlwind of emotions, from distressed to sympathetic to hopeful, using little more than a mouse cursor. The best compliment I can give is that it reminds me so much of 2018’s Florence, a game I adore, in how it uses clever interactions to communicate relatable feelings and situations. While I wouldn’t wish the plight of its protagonist on my worst enemy, I would happily recommend this experience as another strong example of video games' strength as a storytelling medium.