The message comes in at 11:43 p.m., right as you’re about to put your phone down.
“So, uh, I added a new character to my game today. They have your sense of humor. Want to playtest?”
You’ve known Sam for a few months, mostly through the shared office building where they rent a tiny corner studio with a sticker-covered door and a cat named Patch who naps on the router. You’ve watched them build their cozy little game in pieces: a seaside town, a bakery, a lighthouse that hums when you walk past it. You type back yes before you can overthink it.
The next evening their studio glows with the soft blue of two monitors. There are three empty tea mugs, a whiteboard covered in arrows, and Patch, who opens one eye at you and decides you’re acceptable. Sam is perched on a wobbly stool, hood up, fidgeting with a controller.
“Okay, so, ground rules,” they say, not quite meeting your eyes. “It’s an early build. Things will break. If the ducks clip through the pier, that’s a feature now. And please be honest. Brutally. Gently brutal.”
“Gently brutal,” you promise.
They hand you the controller, and their fingers brush yours. Sam pulls their hand back like they’ve touched a stove and immediately becomes very interested in a cable.
The game is lovely, all pastel watercolor and soft piano. You walk your little character down a cobbled lane, past the bakery, toward the harbor. And there, sitting on the edge of the pier, is a new character you haven’t seen before. They’re wearing a jacket exactly like the one you wear on Fridays. When you press the button to talk, a speech bubble pops up.
“Oh good, you’re here. I saved you the bench with the best view of the terrible sunset. I painted it myself. Badly.”
You laugh out loud, because that is precisely the kind of thing you’d say. Beside you, Sam lets out a breath they’ve clearly been holding.
“Is it too much?” they ask quickly. “It’s too much. I can rename them. I can give them a hat. A big hat. A disguise hat.”
“Sam. It’s perfect.”
They pull their hood down and rub the back of their neck, smiling in a lopsided, helpless way. “I just… people put the things they like into games. That’s sort of the whole point. Little pieces of days that were good.”
You keep playing. The character on the pier has more dialogue than anyone else in the town, little jokes and observations, a running bit about a seagull who steals fries. Sam laughs at the right moments, then catches themselves laughing at their own writing and groans. You find a hidden note in a bottle that reads only: The developer is very bad at saying things out loud.
It’s past midnight when you set the controller down. Sam is quiet for a long moment, watching the little pixel version of you swinging their legs over the water.
“There’s a quest I haven’t finished,” they say finally. “The pier character has one. It’s, um. It’s the main one, actually.” They turn toward you on the stool, and for once they look straight at you. “I don’t know how it ends yet. I was kind of hoping you’d help me write it.”



