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Play OverviewPlay Overview

I Was a Teenage Exocolonist (2022) is a narrative game about growing through teenage years on an alien planet. It's played by making choices about who to help or which skills to master over the ten years. This determines the course of your life on the colony and builds a collection of cards that relate to your life, memories and events. You progress through a living breathing history that takes multiple playthroughs to fully understand as you explore, grow up, and fall in love.

You follow the life of a young person living on humanity’s first extrasolar space colony. It's not always safe, but still is as much about studying, pets, parents, friendship and falling in love as much as surviving the wilderness or dealing with strange creatures. Make friends, fight with your parents, go on dates, fall in love, and save the colony. Get to know 10 dateable characters, including dog-boys, aliens, hot politicians and stone cold killers. As you decide how things unfold your choices directly affect the lives of your friends and the fate of the colony.

What kind of world will you help make? Will you survive to enjoy it? Will you spend time studying in school, or exploring the strange flora and fauna of this new world? Will you introduce space-age technology, or live in harmony with nature? Will you battle massive beasts, or nurture future generations?

As you progress it becomes clear this is a huge branching story that will take many loops to really get to grips with. The first time through it's all new but next time around you come with fresh ideas about who to save or what events are important. These formative moments - your memories, decisions, and friendships - become collectible cards you carry with you. These give you new options for navigating relationships, learning new skills, exploring the planet, or staying alive. Every decision counts, during this life and the next.

The results is a game that includes a mind-boggling 600,000 words of which you probably only see 15% each play-through. Each time through offers a different perspective on the story, and a fresh chance to influence it in new ways. With 250 battle cards to collect there's always a new way to face different challenges.

Our examiner, Jo Robertson, first checked I Was a Teenage Exocolonist 19 months ago. It was re-examined by Andy Robertson and updated 7 months ago.
Kids not old enough for this yet? There are lots of games similar to I Was a Teenage Exocolonist. Here are some similar younger-rated games:

Play StylePlay Style

This is a Communication and Narrative game with Adventure, Battle, Collecting, Puzzle and Sequencing elements. This is a single-player game.

 
You can play this game in the following styles:

DurationDuration

Play Time: It takes between 2 hours and 2 and a half hours to play a round of this game.

Age RatingsAge Ratings

Content Rating

Rated PEGI 12 for Mild Swearing, Sexual Innuendo.

Skill Level

10+ year-olds usually have the required skill to enjoy this game. Still, it's important for parents and guardians to consider the maturity required to process the game content. You need to be happy to do a lot of reading. It also requires an understanding of life stages and relationships to spot unintended consequences. However, because you can play multiple times this can still work for younger players.eZ9_XspfTXU

CostsCosts

I Was a Teenage Exocolonist usually costs £19.99 to £21.59.
 

I Was a Teenage Exocolonist

PlayStation Store PS4 £19.99
Steam Store PC £20.99
Switch Store Switch £21.59
Steam Store Mac £20.99
XBox Store Xbox One -
There are no additional in-game purchases, loot boxes, adverts or subscription costs.

DetailsGame Details

Release Date: 25/08/2022

Out Now: PC, PS4, Switch and Xbox One

Skill Rating: 10+ year-olds

Players: 1

Genres: Communication, Narrative (Adventure, Battle, Collecting, Puzzle and Sequencing)

Accessibility: 45 features

Components: 2D Side-On, Cards and Cartoon

Developer: Northway Games (@NorthwayGames)


Taming Gaming Book Written by parents for parents, the database complements the in-depth discussion about video game addiction, violence, spending and online safety in the Taming Gaming book. We are an editorially independent, free resource without adverts that is supported by partnerships.

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