
It's not what you say, it's how you say it. We should talk is a short-form narrative game that will make players think carefully about the words they choose. Using a unique narrative choice mechanic, players craft sentences in response to the in-game characters in We should talk. Through this careful choice of words, players express themselves as they discuss ongoing problems about life and romance with their in-game partner over text messages, while also chatting with friends and strangers at their favorite local bar about what's on their mind. The combination of words they choose impacts the conversations they have, how genuinely they can connect with their partner, and whether their relationship can survive the night.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
The sentence everyone dreads We Should Talk puts you in the shoes of an unnamed woman and takes place entirely in a bar that she seems to frequent regularly. There are four characters that you’ll talk to at least once during the 15-20 minute play time. You’ll first talk to Steph, the bartender and owner of the bar, to order your drink, talk about your girlfriend a bit, and maybe try to flirt. You’ll then be able to choose who you talk to first, someone you know and a stranger. That someone you knew (Dante) happens to be your ex who you’ll be able to see what he’s been doing, lightly touch on your past relationship, and maybe be flirty. While the stranger (Jimmy) go stood up and tried to pick you up instead, which you can reciprocate, see him as a total douche, or try to befriend him. Between each conversation, you’ll get a text from Samantha, your girlfriend. It turns out that she’s at
This really is a "We should talk" simulator. The protagonist and her partner are having communication issues, which is one of the easiest ways for a relationship to go wrong, and the point of the game is to see how the conversation ends based on what the player chooses. There are 9 endings all together. #1 being the worst possible outcome, in which the protagonist is particularly cruel to her partner and Sam's heart is broken. #9 being the best possible outcome, in which the player gets a happy ending. Minor complaints: You have to change the settings every single time you go through a playthrough. Even if you didn't turn off the game, the settings always revert back to the default. Even the fastest text setting is too slow for me, especially when I've played the game several times already. Bonuses: The female protagonist is with a female partner, so this is a queer relationship.
We should talk is a short text-based casual game, focused around making romantic decisions with 9 different endings. Unfortunately, the endings do not feel fulfilling, nor nearly as in-depth as I would have expected and left me feeling rather disappointed. Pros + Alternate endings. + Steam achievements. + Conversational system of manipulating the words and their sequence in a sentence Cons - Superficial characters with barely any personality that stick to the linear scripting, as opposed to the protagonists approach. - Awful, blocky, faceless graphics that seem extremely unprofessional and amateurish (seen during the end sequences). - Dialogue can seem forced and rather uncomfortable, as if it is trying very hard to imitate a younger social scene to remain relevant. - Feels tedious to backtrack through the same conversations to select 1 differing option just to achieve a slightly diffe
The game isn't bad, but I wouldn't recommend it. Simply because I did not enjoy it. The clingy-nosy-jealous-insecure partner, our overall lack of interest for our relationship, and then those deep topics that deserve a face-to-face conversation instead of some texts sent between two flirtatious exchanges in a bar. Urgh! Even the "good endings" made me uncomfortable. A good example of dysfunctional communication, no thank you!
Really loved the innovative dialogue system of this game! It allows for a lot of customization, and it gives you more ownership over what you say. I rarely feel like there's no fitting dialogue option for what I want. I'm impressed by how such a short story was able to pack in many different aspects of a relationship. I don't want to go too into details as to not spoil the story, but a lot of different issues were tackled down, and it was done realistically and respectfully. I was also positively surprised to play as a queer character, even though this game doesn't sell itself as a "queer" game, and that it wasn't optional. I feel like too often, games either make you play a straight character or give you the option between both. I liked that the writers had a specifically queer narrative in mind and went ahead with it. Finally, I dig the artsyle. It's very different from most story
It's an okay visual novel with a ton of choices that don't seem to have as much of an impact as the game wants you to think. If you're going for all the 9 endings, it's not exactly fun since you can't skip read text or fast forward in any way besides slightly increasing the text speed in the settings. The story itself is fine and each run takes about 15 minutes.
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