Belonging
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Belonging is a game about a cult and its victims.
As a thief scouting a potential location they want to steal from, the player searches an abandoned estate of a cult to find valuables and uncover uncomfortable truths about what happened to the people that lived there.
Collect and Decide what valuables should be left behind as evidence to the cult’s wrongdoings all while unlocking every door inside the cult estate to reveal what made the cult disappear so suddenly.
Inspired from real life cult survivor stories this game makes sure the player understands how human it is to fall for the narrative cults peddle and build empathy for people we might thought are lost or worse irredeemable.
Features
- Laid-back storydriven narrative game.
- Explore an abandoned estate of the Entelechism cult in this first person mystery adventure
- Collect valuables by taking photos of them
- Watch recordings of the organisation that used to live in this building
- Unlock different areas of the estate by finding key items
Belonging will release in mid to the end of 2023 and have a playtime of around 4-7 hours.
Steam User 3
This game is worthy of more attention.
The gameplay mechanic of this game is quite similar to another game called Tacoma, and in lesser extent it is similar to yet another game called Nobody Wants to Die. It is most similar to Tacoma so I’ll compare the game to Tacoma.
Both Belonging and Tacoma are science fiction games. Both are short games. It took me 2.8 hours to finish Tacoma and it took me also exactly 2.8 hours to finish Belonging. Both games have nice graphics, maybe a little bit better in Tacoma. If you ask me what game I prefer I would say Belonging. I had more fun playing Belonging than I had playing Tacoma. In Tacoma I lost track of the story, in Belonging I did not.
I think it is unjust that this game is less known than Tacoma. It deserves better than that.
Steam User 1
Belonging, developed and published by Farbspiel Interactive, is a first-person narrative exploration game that places storytelling, atmosphere, and moral reflection at the forefront of its design. Rather than relying on traditional gameplay systems such as combat or puzzles, it asks players to immerse themselves in a carefully constructed environment and engage with a mystery through observation, interpretation, and ethical decision-making. The result is a quiet but emotionally charged experience that aligns closely with the walking simulator genre, while attempting to push it in a more reflective and socially conscious direction.
The game casts you as Jayce, a hacktivist investigating the abandoned estate of a reclusive group known as the Entelechism. Once devoted to ideals of self-improvement, optimization, and belonging, the group has vanished, leaving behind only their living spaces, personal records, and unfinished projects. As you explore the estate, you begin to piece together who these people were, what drew them to the group, and how the pursuit of perfection gradually twisted into something far more troubling. The narrative is not delivered through dramatic exposition, but through fragments—audio recordings, written notes, videos, and environmental details that encourage slow, deliberate exploration.
Gameplay unfolds at a measured pace, emphasizing contemplation over challenge. Movement is simple, interactions are contextual, and progression is guided by uncovering information rather than overcoming obstacles. This design choice reinforces the feeling of being an investigator sifting through the remains of real lives rather than a protagonist driving the plot forward through force. The estate itself becomes the main character, with each room and corridor subtly reflecting the ideology of the cult and the emotional state of its members. The absence of urgency allows players to absorb details and form their own interpretations, though it also means the experience may feel restrained for those expecting more active engagement.
A defining feature of Belonging is the way it places narrative responsibility in the player’s hands. As you uncover information about the cult and its members, you are asked to decide what evidence should be released to the public and what should remain private. These choices introduce an ethical layer that goes beyond simply solving a mystery. You are not just uncovering the truth; you are shaping how that truth will be understood by others. The game avoids portraying its characters as simple victims or villains, instead presenting them as complex individuals whose motivations and mistakes reflect real human vulnerabilities. This emphasis on empathy gives weight to decisions that might otherwise feel abstract.
Thematically, Belonging explores ideas of identity, manipulation, and the human desire to belong to something greater than oneself. The Entelechism’s philosophy mirrors real-world movements that promise clarity and purpose in exchange for conformity and obedience, and the game is careful not to sensationalize this dynamic. Instead, it invites players to consider how intelligent, well-meaning people can be drawn into harmful systems through gradual emotional and psychological pressure. This grounded approach lends the narrative a sense of authenticity, making the mystery feel less like fiction and more like a reflection of contemporary social issues.
Visually, the game adopts a restrained but effective aesthetic. The estate blends modern architecture with sterile, almost ritualistic design elements, creating a space that feels both lived-in and unsettling. Lighting and sound design are used subtly to reinforce mood rather than to shock, maintaining a consistent tone of unease and introspection. Voice acting plays an important role in bringing the absent characters to life, allowing personalities and emotions to emerge through recordings scattered throughout the environment. While some technical inconsistencies and subtitle issues can break immersion, the overall presentation supports the game’s narrative ambitions well.
Despite its strengths, Belonging is not without limitations. Its relatively short length and limited mechanical variety mean that players seeking deep interactivity or complex systems may find it underwhelming. Certain narrative threads feel as though they end just as they become most intriguing, leaving some questions unanswered. The pacing, while intentional, can also feel overly guided at times, with the game exerting firm control over when and how information is revealed. These issues may leave some players wishing for a broader or more flexible structure.
Ultimately, Belonging succeeds as a thoughtful and introspective narrative experience that prioritizes meaning over momentum. It is a game best approached with patience and an openness to ambiguity, offering a story that lingers not because of spectacle, but because of the questions it raises about truth, responsibility, and human connection. For players drawn to story-driven explorations that challenge them to think rather than react, Belonging offers a quiet but impactful journey through the remnants of a community that sought perfection and found something far more complicated.
Rating: 6/10