Ashes is a visual novel-type game. This genre is focused on storytelling by having you click through images to progress. Something like comics in the world of video games. The aesthetic of visual novels most often relies on static depictions of characters and backgrounds, complemented by music and sound effects that enhance the atmosphere. The narrative and interaction mainly take place through text boxes as well as dialogue that represents speech or the inner thoughts of characters.

This is the first game by Plot Twist production, it is currently in early access on Steam and offers you 11 chapters to go through.
In this game, you are introduced to a sixteen-year-old girl named Azar Warren. At first glance, Azar seems like a typical cool teenager; however, at one point, she becomes a witness to a murder that takes place at a skate park. Azar is then stalked by the killer and his accomplices, so her mother comes up with the idea to take her to the estate of her estranged grandfather. While Azar is hiding there, a chilling discovery unfolds, one that might be even more terrifying than what awaits her back home. It is also worth mentioning that the game is set in Australia, more precisely in Victoria. As we mentioned in the beginning, the game currently consists of 11 chapters and each chapter has its own title and is fairly short.

Besides making you click on images to see and learn more, the game also offers several mini games that serve as a refreshment in the pacing of the storytelling. The mini games are, at least in the current version, quite accessible and do not require a high level of skill, which can be both an advantage and a disadvantage depending on what the player expects.
In certain segments, for example, you will be tasked with moving through dense bushes and finding specific animals (remember those games from when we were kids where we racked up scary phone bills for our parents, like Secret Agent Izzy and Hugo? Well, the mini game is in that style), which are thematically connected to the location, further building a sense of belonging to that space. In other situations, the game introduces mechanics that seem completely different at first, such as learning how to shoot a rifle and hitting various targets. That part stood out to me the most due to the excellent sound design, where each hit is followed by a clear, satisfying sound that contributes to the feeling of precision.

Still, although these mini games are functional and thematically fitting, there is a sense that they are not yet fully utilised. They feel more like an introduction to something that could be significantly more developed in the final version of the game. Because of that, I sincerely hope that as development progresses, the team will expand this segment either by introducing new, more creative mini games or by deepening the existing mechanics to make them more challenging, and therefore more engaging for players.
The soundtrack fits the tone of the game extremely well and actively contributes to its atmosphere. At the very beginning, it feels somewhat calm, creating a slightly false sense of security, only to suddenly shift in certain scenes into something much darker and more unsettling. That’s when the static sounds constantly lingering in the background come to the forefront, intensifying the feeling of discomfort and making certain moments even more impactful.

The visual style of this game leans toward something between semi – realistic illustration and a graphically simplified comic style, where emotion and atmosphere are prioritised over precise realism. The lines do not serve to define every detail, but to guide the eye and emphasise movement. The colour palette is particularly striking, dominated by warm, saturated tones that create a sense of unease and confinement, while cold, almost neon turquoise elements break through the frame, placing emphasis on the main character.
The character design is minimalistic, yet expressive. Their faces and body language give us insight into their emotions, while the sometimes limited facial expressions contribute to that sense of distance present from the very beginning.

This visual style focuses on atmosphere, tension, and suggestion, rather than direct depiction. Instead of giving answers, it raises questions, and that is precisely where its strength lies for a game like this.
In the end, although this early access experience is short, it is enough to show how much love and effort has been put into this game, and the plot twist is strong and shocking enough to make you want more.
