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SIDE EFFECTS is a psychological narrative game that begins with a choice so small it feels harmless: take a pill. That’s it. No context. No warning. Just a single click. But as you make that choice—again, and again—the game unfolds into a disturbing reflection of dependency, identity, and the invisible cost of trying to feel “better.”
This is not a horror game in the traditional sense. There are no monsters, no jump scares. The fear in SIDE EFFECTS is quieter. It builds in your stomach. It lingers in your decisions. And it follows you long after you close the game.
Minimal Controls, Maximum Consequences
You play through short scenes—small moments that seem mundane: eating breakfast, talking to someone, walking down a street. But something is always… off. And it gets worse the longer you keep taking your medication. The environment warps. Dialogue fragments. Time slips.
You can stop taking the pills. But that comes with its own consequences. The headaches. The shaking. The increasing isolation. SIDE EFFECTS doesn’t moralize. It doesn’t tell you what’s right. It simply forces you to feel the weight of each decision, without rescue.
Reality Is Unstable. So Are You.
Visuals are lo-fi, stylized, and erratic. Colors flicker. Faces distort. Sound design plays a huge role—moments of silence stretch too long, while background noises grow sharp and distorted. It’s subtle at first, then overwhelming.
The more you play, the harder it becomes to tell what’s a side effect, what’s withdrawal, and what was never real in the first place. And somewhere along the way, you stop asking what the pill does—and start asking who gave it to you.
A Haunting Experience with No Easy Exit
SIDE EFFECTS is short, but deeply affecting. It’s less about plot and more about the slow, suffocating realization that you’re not okay—and neither is the world around you. It never tells you what’s real. It simply dares you to keep clicking.
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