Average Playtime: 1 hour


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Ted and Molly are together. Ted feels a connection to Molly wherever he looks.
But, how do they both really see the relationship? See each other?

“Thing-in-Itself” is an interactive short story about the struggles of understanding another human being. Using Immanuel Kant’s concept as a framework, it leads the player through stages of a relationship, exploring how perceptions may clash and surroundings can alter.

With an average walkthrough time of 15 minutes, “Thing-in-Itself” is not a game in a traditional sense – it doesn’t have win or lose conditions and doesn’t present challenge to the player.

With this project, Party for Introverts attempts to establish a connection between the mediums of game and short story, reworking the possibilities when narrative and interactivity merge.

Key Features:
  • Short, impactful interactive story that combines the motifs of German philosophy with a theme of modern relationship
  • 15-minute walkthrough accompanied by inspired voice acting
  • Emotional journey made relatable through casual interactions, dialogue choices and environmental changes
  • Original musical score created by Elena Alekseeva
Release date
Party for Introverts
Party for Introverts
Age rating
Not rated

System requirements for macOS

  • OS: MacOS 10.12
  • Processor: 1.4GHz Intel Core i5
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 5000 1536 MB
  • Storage: 700 MB available space

System requirements for PC

  • OS: Windows 7 or higher
  • Processor: Dual Core 2.1Ghz or higher
  • Memory: 4 GB RAM
  • Graphics: Video card with 512MB of VRAM or higher
  • Storage: 700 MB available space
  • Additional Notes: Display resolution above or equal 1280x720
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Last Modified: Aug 28, 2019

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Thing-in-Itself reviews and comments

Translated by
Microsoft from Spain
Product received for free https://niveloculto.com/analisis-thing-in-itself/they're going to forgive Me, but calling this a critique that I'm writing might not be the best way to start. We are Talking about an experimental title, a pure and hard narrative exploration that lasts no more than fifteen minutes. And I here with my prose coming to tell you what I have experienced in each of the minutes, which has made me think Thing-in-itself and the things that has brought me to mind. Well, I'm going to save them. On the one hand it is difficult to try to judge the project in the usual number of words on this website and on the other, I would probably tell them more by little to go into flour. I prefer to tell you a couple of things and that it is you who decide if it is worth to try the first project of Party for Introverts. And eye to the "first project" to understand their production values (saving some more than dignified performances, especially the female protagonist). Thing-in-itself opens strong and with the subtlety of a hammer, enunciating clearly the concept of thing-in-itself coined by Kant. It does It in a sympathetic way, trying to use it to explain how different things are for each of us, how for an adult an object as simple as a lamp (or guitar, or chair...) is perceived in a way and how for a child its representation is inmensament and different. We've got It all on our heads, haven't we? How in our childhood memories there are gigantic elements that we then know, immense and terrifying people (that beard!) to which we will overcome in stature. In the midst of flirting and confidence we receive the hammer: As each one has a different experience and a mediated perception for it, it is impossible for us to understand each other. After digging and placing these foundations, it touches to witness the thesis of its creators, to understand what they want to tell us. Throughout three (short) acts we will live in the room of our protagonist, Ted, one of the two islands within the relationship. Few video games try to talk in a serious and adult way about what is a sentimental rupture and how it happens (I come Ex-Lover to the head), and is grateful for the attempt to Thing-in-itself. Its short duration prevents us from drowning in the lumps of sadness that we are supplying, but perhaps it will make it more bearable. In Each act we will see how the objects of the room are changing meaning, a self-fulfilling prophecy that we wish we had not heard in the prologue. What was the bed where we slept, what is after the rupture, what is it when we still fantasize about a resolution? There is No victory (or defeat) here. Just the exploration of our protagonist's feelings. We're Not even going to know the part that belongs to Molly, the other member of the relationship: she has told us at the beginning that you can never know others. We Can react with sad conformity, decide that we do not believe what he tells us or just be angry. But We'll never know his truth. As a first game, Thing-in-itself shows very good ideas. His script flees from the adolescent melodrama with which it is usually associated with the ruptures and tries to establish a small previous story that is credible. It makes it possible to feel heat when hear talk about some of their best moments. Only the beginning is somewhat forced, and from there the reactions that let us have come within the logical and normal. Nor makes the mistake of trying to give us elements of the classic game (puzzles, mini-games) to alleviate its almost null gameplay: It is an emotional exploration and does not want to be anything else. Perhaps the only thing that can be blame is not to show a few more moments of the crash, but makes clear his message in his fifteen minutes. It Is Obvious that he plays with advantage when It comes to touching our emotions. At the end of the day, he tells us with simplicity something we've all been through. But still, during those fifteen minutes I have entered the fantasy. It May have helped me to understand something better for Kant, but certainly his greatest achievement has been to make me believe it, to feel it. It's Not a bit.
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