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Consume Me

Consume Me is one of those games that, if it finds its audience, will end up becoming one of the most special experiences of someone's year. Perhaps far more than just that.
Consume Me Game Cover
88%Game Brain Score
Most mentioned positive aspects:story, gameplay
Most mentioned negative aspects:grinding, replayability
94% User Score Based on 803 reviews
Critic Score 81%Based on 7 reviews

Platforms

PCMac OSSteam DeckWindows
Consume Me Game Cover

About

Consume Me is a single player tactical role playing game with romance and comedy themes. It was developed by Hexecutable and was released on September 24, 2025. It received positive reviews from critics and very positive reviews from players.

Hey remember when your parents, your friends, and society at large all conspired to make you feel ugly, lazy, stupid, and unloved despite the brilliant human spirit contained within you? No? Well, allow us to refresh your memory via the timeless medium of a slice-of-life role-playing game! In Consume Me, you take on the role of Jenny, young, in love, and entering her final year of high school. …

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94%Audience ScoreBased on 803 reviews
story122 positive mentions
grinding15 negative mentions

  • Innovative and engaging gameplay combining mini-games and time/resource management that effectively mirrors the protagonist's stress and anxiety.
  • Deeply personal and autobiographical narrative that is heartfelt, honest, and relatable about teenage struggles, perfectionism, and self-image.
  • Charming art style, expressive animations, and catchy soundtrack that nicely balance the game's serious themes with humor and warmth.
  • The later chapters get repetitive and lack new gameplay mechanics, making part of the game feel like a grind.
  • The sudden inclusion of religious themes and an unskippable church scene at the end was jarring and off-putting to some players.
  • The narrative resolution feels abrupt and unsatisfying for many, with issues like disordered eating underexplored and some story arcs left hanging or glossed over.
  • story

    374 mentions Positive Neutral Negative

    The story in this game is a deeply personal, semi-autobiographical coming-of-age narrative that effectively intertwines with gameplay, delivering a heartfelt and relatable portrayal of a young woman’s struggles with dieting, mental health, and societal pressures. While praised for its emotional depth, unique storytelling approach, and engaging character development, some players found the ending abrupt or unsatisfying, notably criticizing the sudden religious themes and lack of resolution regarding the protagonist’s eating disorder. Overall, it is celebrated as a courageous, impactful, and innovative narrative experience that may resonate strongly with players open to its honest, raw depiction of life.

    • “Consume me is one of the most emotionally raw and creatively designed indie games to appear in recent years, blending life simulation mechanics with deeply personal storytelling in a way that feels both uncomfortable and unforgettable.”
    • “The story hits really close to home for me, and I personally felt like it handled its subject matter well.”
    • “The way the game ties together the narrative and gameplay is so well done and elegant - you're literally playing the story, vs feeling like you're being told a story.”
    • “The game becomes more of an autobiographical story about the developer Jenny Jiao Hsia, rather than a quirky and fun game about balancing life, diet, relationships, etc. It loses almost everything special that it had from the first chapter as it continues.”
    • “The jumping between stages, the lack of coherence, and the heavy focus on the first half of the life story, while completely skipping over the changes later on and presenting them as mere clips, all make the overall storytelling feel extremely poor.”
    • “The ending isn't really satisfying; we get the illusion of choice at the start then eventually lose it, but in the end our choices have nothing to do with the story.”
  • gameplay

    298 mentions Positive Neutral Negative

    The gameplay of "Consume Me" combines resource management, time-scheduling, and a series of varied mini-games that effectively mirror the protagonist's emotional and mental struggles, creating an engaging and thematically rich experience. While the early chapters offer fresh, fun mechanics blending stress and anxiety with strategic decision-making, some later sections become repetitive or less mechanically engaging, and the gameplay occasionally diverges from the narrative impact. Overall, the gameplay is praised for its originality, addictiveness, and how well it integrates with storytelling, despite minor pacing and difficulty issues.

    • “The gameplay really works, too, making a game that's really (and appropriately!) compulsively playable, but in a really anxiety-inducing way.”
    • “The way the game ties together the narrative and gameplay is so well done and elegant — you're literally playing the story, versus feeling like you're being told a story.”
    • “Consume me does an incredible job simulating what it was like to be a teenage girl dealing with all this stuff at the same time while also having art and gameplay that keeps you engaged despite the heavy subject matter.”
    • “Starting in chapter 3, it stops introducing new mechanics, now you are grinding, while the game tries to sabotage you, and sets the bar ever higher.”
    • “Once you played the demo you pretty much saw all the gameplay the game has to offer and mechanically it gets a bit old over time.”
    • “However, the second-last chapter (before the chapter that is really just the credits) of the game really hounds you on the time mechanic and was definitely the most mechanically frustrating chapter to play.”
  • graphics

    246 mentions Positive Neutral Negative

    "Consume Me" features a charming, unique, and colorful hand-drawn art style with exaggerated, cartoonish animations that perfectly complement its autobiographical narrative and playful minigames. The visuals are widely praised for their cuteness, cohesiveness, and ability to balance heavy themes with a lighthearted, whimsical tone. While some find the simple yet expressive graphics delightful and memorable, a few note minor dissonances with certain realistic elements or tonal shifts late in the game, but overall, the graphics contribute strongly to the game's distinctive identity and emotional impact.

    • “Consume Me uses expressive hand-drawn artwork filled with exaggerated animations, bright colors, and absurd visual humor that give the experience a unique personality.”
    • “The visuals, music and writing style are more than just good, they match together really well, giving the game a very unique identity.”
    • “Every background, object, person, and place is just oozing with whimsy from this art style that I just absolutely adore.”
    • “Even though the visual aesthetic is really cute and the overall experience is decent, I can't say I liked it.”
    • “I was a bit turned off by the Christian stuff despite understanding the game is autobiographical.”
    • “My only complaints are the freakishly realistic spiders that appear when doing makeup at the store; they really creeped me out since they aren't more cartoony or cute to match the rest of the game.”
  • emotional

    130 mentions Positive Neutral Negative

    "Consume Me" delivers a deeply emotional experience that blends humor, heartfelt storytelling, and gameplay reflecting the protagonist's emotional struggles, particularly with eating disorders and adolescent pressures. Players praise its sincere, raw portrayal of personal growth, anxiety, and vulnerability, often describing moments of genuine connection that evoke laughter, tears, and empathy. While emotionally demanding and sometimes challenging, its authentic narrative and creative design make it a uniquely touching and memorable indie game.

    • “Consume Me is one of the most emotionally raw and creatively designed indie games to appear in recent years, blending life simulation mechanics with deeply personal storytelling in a way that feels both uncomfortable and unforgettable.”
    • “Every decision feels connected to Jenny’s emotional state, and the constant pressure to manage time, appearance, grades, and relationships gradually becomes overwhelming in exactly the way the developers intended.”
    • “The ending made me cry a lot, but not like one cries while watching a movie, reading a book, or playing a game—more like how one cries while reflecting on a life lived, and on how far one has come from those grisly days of starving, yearning, and trying to fit a square peg into a round hole.”
  • humor

    115 mentions Positive Neutral Negative

    The game's humor is widely praised for its clever blend of deadpan, absurd, and dark comedy that balances heavy emotional themes with charm and levity. It uses playful visuals, exaggerated animations, and witty writing to create a funny yet heartfelt experience that resonates deeply, making difficult topics approachable without undermining their seriousness. Overall, the humor is seen as engaging, relatable, and a crucial part of the game's unique personality and emotional impact.

    • “While the premise may initially sound heavy, the game constantly balances its emotional themes with humor, absurdity, and playful visual design, creating an experience that is surprisingly engaging despite the difficult subject matter.”
    • “It's also so so so funny, despite the ultimately triggering and depressing nature of the main conceit, there are a lot of wonderful moments for comedy where the presentation is used to its fullest extent.”
    • “It makes a lot of interesting, 'unsafe' choices and has a lot of subversive, funny moments.”
  • music

    100 mentions Positive Neutral Negative

    The game's music is widely praised for its catchy, emotionally resonant, and vibrant soundtrack that effectively complements the art style and narrative tone. However, many players express frustration with an unskippable, lengthy church song about Jesus in the later chapters, criticizing it as jarring and detracting from the overall experience despite its autobiographical relevance. Overall, the music enhances the game's charm and emotional engagement but is marred for some by this controversial sequence.

    • “The soundtrack deserves praise for effectively supporting the emotional tone, shifting between energetic chaos and quiet melancholy depending on the situation.”
    • “The music and sound design are catchy and reactive, enhancing the deeply human story and satisfying gameplay.”
    • “The music is really nice and distinctive; it still gets stuck in my head sometimes, which rarely happens for games even ten times as long as this one.”
    • “I hated the unskippable church song that shows up in the last third of the game.”
    • “My only complaints are the weirdly long song about Jesus near the end - it's unskippable, not very enjoyable, and just boring since there’s not really anything to do in the section except listen, which I can see putting a lot of people off if they aren't Catholic.”
    • “There's a distinct change in tone where you go from high speed, mini-game goal oriented gameplay to full stop, basically no gameplay, generic sermon, unskippable bad Christian music... regardless of your feelings about religion, just as a strict game design/experience moment, it's like hitting a brick wall.”
  • grinding

    15 mentions Positive Neutral Negative

    Grinding in this game becomes notably tedious and repetitive starting around chapters 3 to 5, with drawn-out minigames and increased difficulty that some players find frustrating. However, this grinding and micromanagement effectively convey emotional fatigue and thematic stress, aligning well with the narrative, making the tediousness purposeful rather than purely negative. While the mid-to-late game can feel monotonous, the overall experience remains charming and insightful, with the grind serving a deliberate storytelling function.

    • “Starting in chapter 3, it stops introducing new mechanics, now you are grinding, while the game tries to sabotage you, and sets the bar ever higher.”
    • “The mini games are tedious and not super fun.”
    • “Around chapter 4 or 5, I started to find the loop rather tedious and micromanaging the day stopped being fun.”
  • replayability

    8 mentions Positive Neutral Negative

    Replayability in the game is mixed, with some players finding it repetitive mid to late game, while others appreciate the varied goals, different endings, and challenging achievements that encourage multiple playthroughs. Overall, the game offers moderate replay value through its progression system and multiple objectives, though it may appeal more to those seeking full completion or varied experiences.

    • “It is highly replayable as you get different goals each time you play through the chapters.”
    • “There is replay value in different endings, as well as achievements that encourage completing tasks not suited for the first playthrough.”
    • “The stat raising and time management elements scale in difficulty appropriately, offering surprising choices and strong replayability.”
    • “Not much of a replay value unless you want all the achievements.”
    • “There isn't much appeal in terms of replay value, unless you want to try to get absolute perfect completion.”
    • “Overall, I just wish there was more replayability.”
  • optimization

    6 mentions Positive Neutral Negative

    The game centers on strategic daily schedule management balancing various resources, offering enjoyable and relatable optimization gameplay. While the optimization aspect is engaging and humorous, some feel the game is a bit too easily optimized given its heavy themes. Overall, it provides a fun challenge for players who enjoy optimization without delivering the expected dramatic consequences from the themes explored.

    • “The anxious strategizing and optimization fuels the nature of this distressing and relatable story, and when surprise strikes and seems to smash your carefully-laid plans, the resulting crunch, compromise, and desperation makes you feel like a genius and a toxic, doomed girlboss at the same time.”
    • “Consume Me is every bit as charming and funny as the trailers suggest, and while I found the game a little too easily optimized given its themes, that didn't undercut the overall enjoyment.”
    • “Very fun game for optimizers and has fun playing around with the whole concept of optimization.”
    • “The anxious strategizing and optimization fuels the nature of this distressing and relatable story, and when surprise strikes and seems to smash your carefully-laid plans, the resulting crunch, compromise and desperation makes you feel like a genius and a toxic, doomed girlboss at the same time.”
    • “I found the game a little too easily-optimized given its themes, which undermines the tension and realism expected from the story.”
    • “It makes you expect a big crash mid-game making you realize how unhealthy your eating disorder and optimization mindset is for you... but it never really happens.”
  • monetization

    3 mentions Positive Neutral Negative

    Players appreciate the game overall but express concern about its monetization being tied to overt religious themes, feeling it shifts into strong Christian messaging rather than traditional advertising. This turn has led to mixed reactions, with some fearing it detracts from the gameplay experience.

  • atmosphere

    3 mentions Positive Neutral Negative

    The game's atmosphere is warmly nostalgic and charming, enhanced by quirky art with warm colors and rounded shapes. It balances a goofy, heartfelt tone with emotionally impactful moments, creating an inviting yet contrasting environment, especially between settings like Jenny's cozy childhood room and colder college dorm.

    • “The art is another huge thing for me, it's super quirky and charming, and all of the warm colors and round shapes create a super nostalgic atmosphere.”
    • “Highly recommend, especially to anyone who has dealt with chasing health goals, exams, crunching for university, etc. This game is extremely charming and heartfelt, with a goofy atmosphere that makes the hard-hitting moments stronger.”
    • “The atmosphere of Jenny's college dorm was a lot colder than the inviting orange and yellows in her childhood room.”
  • character development

    2 mentions Positive Neutral Negative

    Character development in the game effectively uses mechanics to convey the story, though some players find it mildly humorous yet occasionally confusing due to untranslated text and ambiguous character backgrounds. Overall, it provides a meaningful narrative despite minor clarity issues.

    • “Game does a great job of using game mechanics to show character development and tell a story.”
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7h Median play time
6h Average play time
3-8h Spent by most gamers
*Based on 2 analyzed playthroughs
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Frequently Asked Questions

Consume Me is a tactical role playing game with romance and comedy themes.

Consume Me is available on PC, Mac OS, Steam Deck and Windows.

On average players spend around 6 hours playing Consume Me.

Consume Me was released on September 24, 2025.

Consume Me was developed by Hexecutable.

Consume Me has received very positive reviews from players. Most players liked Consume Me for its story but disliked it for its grinding.

Consume Me is a single player game.

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