We. The Refugees: Ticket to Europe
We. The Refugees: Ticket to Europe is an interactive fiction adventure game about refugees, set in contemporary Europe and North Africa. Illustrated with dreamlike comic-book graphics. Inspired by true events – the creators actually visited a refugee camp, interviewed dozens of refugees and made their stories the foundation of the game.
Key Features
- 5 to 10 hours of gameplay in a single playthrough
- About 30 hours of content in total
- Thousands of dialogue choices!
- Great replayability – multiple paths allowing for up to 3 unique playthroughs
- Hundreds of tags describing your character & items
- Over 100 Achievements – special Notes to collect and then use in your reportage
- About 20 NPCs to meet & learn their stories
- 5 countries to visit & a sea to cross
- 90 minutes of original soundtrack
- Almost 100 hand-drawn illustrations
Story
It’s the beginning of the year 2020. You are a frustrated thirty-something wannabe writer from Warsaw who decides to make something out of himself. You will amaze the literary world with your earth-shattering book about refugees. It will inspire crowds and galvanize hearts, and expand minds, and change the world in all the right ways.
Before you prepare your Pulitzer Prize acceptance speech, there is only the trivial matter of actually travelling to Africa to gather some notes for the story. You have an ingenious plan to smuggle yourself onto one of the illegal boats that travel to Europe from the shores of Africa while pretending to be a refugee yourself. Surely nothing can go wrong and you are NOT completely out of your depth. Surely.
Developers support the refugee cause
5% of We. The Refugees: Ticket to Europe profits will be donated to charities helping refugees. The first 2.5% goes to the Hope Project – Greek volunteers who helped us meet refugees in person during research. The other half will go to other humanitarian organisation we will choose together with our community.
The uniqueness of We. The Refugees: Ticket to Europe
A Modern, Relevant Setting
The game concerns the refugee crisis at Europe’s southern borders, a very real problem we have been facing for several years.
A Richly Woven story
The complex, multi-layered script comprises nearly 2 million characters, the equivalent of 3-4 novels. Meaningful choices and consequences split the plot into parallel paths, which enables players to meet new characters and discover new storylines during their second and third playthroughs.
A relatable perspective on a complex topic
The protagonist is a European who tries to enter the world of the refugees as an outsider. The game deliberately plays on the cliché of “a white male’s journey to an exoticized world” and subverts it.
Multi-level, original narrative
The game is metacontextual – it is not only a reportage about refugees, but also an interactive fiction game presenting the very process of creating a reportage. This way, the player discovers both the player discovers both the refugees’ journey and a writer’s challenges of exploring the subject.
Authenticity and Factuality
Based on true events, the writing process was preceded by a series of interviews with refugees who were familiar with the concept for the game. To make this possible, the writers team visited the Moria refugee camp on the Greek island of Lesvos, where the prototype of the game was presented to refugees and volunteers. The script was also reviewed by experts from relevant NGOs.
 
		 
							 
							 
							 
                    
Steam User 8
The game We. The Refugees: Ticket to Europe confronts profound questions of humanity, shedding light on lives and fates that are often pushed aside. I knew this wouldn’t be about playful distraction, but rather an artistic confrontation with reality. That said, I have to begin with a point of criticism and a clear trigger warning: in the intro (which can now be skipped), you see dead people in the water. Further below on the seabed lies a sunken boat. I do understand why the developers chose this approach. Sometimes, only the truth combined with uncompromising images can reflect reality. Some time ago, I showed the game to certain friends of mine. We share a connection to Sea-Watch and the No Border Kitchen in Lesvos - Greece, and we’re also familiar with the Hope Project and Camp Moria, either through personal experience or through people close to us. And, the intro was too intense for them; they hadn’t expected to be confronted with those kinds of images right away.
Before I get into the actual story and gameplay, there's something else I need to get off my chest. Unfortunately, the game has quite a few strange bugs. I even contacted the developers at some point because there was always a nasty click sound when I started the game. They promised to fix it in the next update but that never happened, then there was another issue that caused a lot of unnecessary frustration. At the end of my first playthrough, the game just got stuck in a weird way. It felt like the credits were about to roll but nothing happened. If I had to guess I’d say that at around 98% completion, the game failed to trigger the final segment and there was nothing I could do about it. So not only did I lose an entire playthrough and never got a proper ending, but in my infinite optimism I also tried to reproduce the error just so I could tell the developers exactly what went wrong and where. That was a terrible idea. I wasted a lot of time trying, but never managed to recreate it.
As for the game itself: you play a detached writer from Warsaw who sets out on a dangerous journey, later posing as a refugee. His goal is to gather material for a book he believes could change the world. The story is based on real interviews with refugees that the developers conducted. The hand-drawn visuals are beautiful to look at and I really enjoyed them. I remember reading somewhere that some players had wished the scenes weren’t so static, and I can understand that to some extent. But adding animations would have been a huge amount of extra work for this kind of project.
We. The Refugees: Ticket to Europe doesn’t reward your skills, it doesn’t challenge your reflexes, Instead it asks you to carry a story that doesn’t belong to you and dares you to pretend you understand it. The game doesn't try to make you feel good about your choices. Often, you're left wondering whether you should’ve chosen differently or whether choosing made any difference at all.
The music isn’t a sweeping orchestra designed to evoke pathos. It’s a subtle sonic fabric that gently drapes itself over each scene, sometimes barely audible, sometimes uncomfortably present, almost like inner pressure. At times the soundscapes drift into the realm of ambient textures or resemble fragments of experimental cinema soundtracks; they aren’t meant to please - they rather accompany, intensify, challenge. There are games whose soundtracks you keep listening to long after playing. This one likely doesn’t belong to that group, not because the music is bad, but because it doesn’t aim to function that way. It’s part of the storytelling, not its echo. A piece of musical complicity with what is being told, never seeking the spotlight for itself.
This isn’t a game for completionists or anyone just looking to be entertained. It’s for those willing to sit with discomfort and the kind of experience that offers little closure with no easy lessons, but it might leave you changed, in small irreversible ways.
Steam User 2
Getting the one "negative" out of the way first, so, imo listing "5 to 10 hours of game-play in a single playthrough about 30 hours of content in total" as key features feels slightly, weird? There's no if's, ands, or buts about it this is a grim story(s) and one I am unsure people want to spend too much time in.
Other than that the game is: very well written, has excellent UI, kinda perfect art style which suits the settings and it all seems to work flawlessly. I did initially have a little trouble coming to terms with just how stupid the idea of a writer doing this journey was but enough justification and acknowledgement was given by the main character (you?) that I let this slide.
Overall highly recommend this game for anyone into interactive fiction and important stories that are not often told. Just be warned for the most part it won't be that enjoyable given the subject matter, it will however be interesting but all that's to be expected right? Good game.
Steam User 3
We. The Refugees is an almost-great VN tackling a contemporary story set during the unusual period of those first couple months of the pandemic. The art and music are well done, and there are some flashes of brilliant writing in there.
A big problem with the game is that the main character is a bit of a "white savior", and even though you can make choices that allow him to critically examine the way he responds to what is happening around him, nothing forgives his original sin of being a privileged European planning to sneak onto a migrant vessel just for kicks. I get that the developers probably felt that telling the story through European eyes would be more relatable to their audience, but immediately being confronted with such an ignorant, self-involved protagonist almost made me give up before the story even got started! Fortunately if you persist through the first couple days of insufferable navel-gazing then the migrants and their experiences start to come to the fore, and those are the highlight of the game. It doesn't shy away from showing violence, corruption, cruelty and desperation, along with moments of tenderness, lightness etc. This isn't just a melodramatic sob story simulator, it feels abrupt and authentic and that made the playthrough that I got memorable and the game worthy of a thumbs up.
Unfortunately the other downside of the game is it uses the 80 Days/Over the Alps gimmick of having a branching storyline where following one route shuts down the other route, forcing the player to do multiple playthroughs just to read everybody's story. This is one of my biggest frustrations in modern gaming - developers wasting the player's time by gating core content behind arbitrary decision points. I already paid for the game, just let me read the whole story first time around! Needless to say I won't be playing it through again, which is unfortunate because who knows what I missed?
Anyway, despite the narrative flaws, occasional spelling mistakes and odd bugs where a choice made earlier didn't correctly register a bit later, this was still a solid adventure that should appeal to anyone interested in slice of life drama. It's only a couple hours long and could have gone with being a bit longer, but I suppose it's better to make a decent game that's disappointingly short than to make a tedious one that overstays its welcome. I look forward to what the developers come up with next!
Steam User 1
We. The Refugees: Ticket to Europe is a poignant and deeply impactful narrative-driven game developed and published by Act Zero that offers a powerful glimpse into the harrowing experiences faced by refugees trying to find safety and a new beginning in Europe. Far from a conventional adventure or simulation game, it approaches its subject matter with a heavy sense of realism and emotional weight, providing players with an immersive storytelling experience that emphasizes the human side of migration and displacement. The game challenges players not only to navigate the practical difficulties of fleeing conflict but also to confront the emotional turmoil and moral dilemmas that refugees endure throughout their journey.
At its core, We. The Refugees: Ticket to Europe presents a series of episodic, interactive vignettes that tell the stories of multiple refugee characters, each with their own background, motivations, and challenges. These stories unfold through a combination of text, dialogue choices, and simple point-and-click gameplay, allowing players to make decisions that shape the outcome of each narrative. What sets the game apart is its commitment to authenticity — the developers have drawn on real accounts and extensive research to portray the complex realities of refugees’ lives, from the dangers faced en route to the uncertainties of life in unfamiliar and often unwelcoming environments. This dedication to truthful representation imbues the game with a profound sense of empathy, encouraging players to look beyond headlines and statistics to understand the human cost of displacement.
The gameplay itself is intentionally minimalistic but meaningful. Players must make tough choices that affect the well-being and survival of their characters, such as managing limited resources, deciding whom to trust, or choosing whether to take risky shortcuts. These decisions are never easy, and the game frequently presents moral quandaries where there is no clear right or wrong answer. This approach underscores the real-life complexity of refugee experiences, where every choice can carry significant consequences, and survival often depends on resilience and resourcefulness. The tension built through these decision-making moments creates a gripping narrative flow that keeps players deeply engaged, reflecting the constant uncertainty and danger that refugees face.
Visually, We. The Refugees: Ticket to Europe opts for a stylized, somber art style that supports the tone of the story without overshadowing it. The muted color palettes and simple animations evoke a sense of melancholy and vulnerability, drawing attention to the emotional gravity of the scenarios rather than flashy graphics or action sequences. Sound design and music are used sparingly but effectively, enhancing moments of tension or sorrow while leaving space for players to absorb the narrative weight. This restrained aesthetic aligns well with the game’s focus on storytelling and atmosphere, fostering a contemplative experience rather than one of pure entertainment.
The game also serves as a subtle yet powerful educational tool. Through its storytelling and gameplay, it sheds light on the geopolitical and social issues that drive migration and the obstacles refugees encounter when seeking asylum. It humanizes statistics that are often abstract in the news and encourages players to think critically about topics such as border control, humanitarian aid, and the responsibilities of host countries. While it doesn’t offer easy answers or solutions, it sparks reflection and conversation, making it a valuable experience for those looking to deepen their understanding of one of today’s most pressing global issues.
In summary, We. The Refugees: Ticket to Europe is a moving and thought-provoking game that uses interactive storytelling to explore the refugee experience with honesty and compassion. Its careful balance of narrative depth, emotional engagement, and meaningful player choice creates a compelling and educational journey that stands out in the realm of serious games. For players interested in socially conscious gaming or those seeking a meaningful narrative experience that challenges perceptions and fosters empathy, this game offers a unique and unforgettable perspective on the struggles and resilience of refugees striving for a better life.
Rating: 8/10
Steam User 2
Refreshingly told tragedy of our times
It's a rather jarring story, I mean you kind of expect it with the topic material. And even if you try to make choices to remove suffering, you ultimately can do very little. You are a bit like Florence Nightingale, in a clear epiphany she realises that it was a mistake to nurse soldiers back to health. Only to prolong the war. On the other hand other medics take the view that all people are worthy of help no matter the situation.
We. The Refugees is not just a history lesson, it's a personal discovery lesson for the protagonist. I guess that lesson is aimed somewhat at the reader or player. Meta stories about relationships thread through the whole story, so there is something talking to each of us in the story. But mostly it is the refugees, who get left with few choices.
Choices
The game has a few tracks which you can change slightly, but ultimately you know how it will end. Refugees by boat do make it, a few get caught, many drown. Your choices will earn you "tags", which you can count up later, and which slightly alter dialog and insights.
The game quickly draws to a close, sooner than I expected, but then nothing in the life of a refugee is as they expect. After about 3 hours playtime, you will have spent a week at sea, and almost a week in hiding from the authorities. The game dialog raises questions political, moral and spiritual. But you will still be sitting in your comfortable gamers chair, so don't go taking it out on everyone who will listen. This is and is not a game all about African corruption, Western societal poisoning or geopolitics. It is about the refugees. People who cannot be seen as just immigrants.
If you found this review helpful, then by all means buy the game. And then let us know what you thought of it either way in the comments below. Similar games, that may make you sad or even angry can be found here
Steam User 0
Exceptional research and copious rewarding amounts of writing. Only done one playthrough at the time of writing, definitely will play through to see if the same level of depth, choice etc exist in other paths also as I very much suspect there are.
Probably the current standard bearer for the best quality of *writing* in games currently
Steam User 0
WOW