Turo-Turo is a solo journaling game about being the last karinderya restaurant in a sterile, corporate, cyberpunk future. Think of it as a warmer, tabletop VA11 Hall-A.
The PDF is 11 pages, with an absolutely iconic cover and easy-to-read, well-organized text throughout.
If you're not familiar with karinderyas (also sometimes spelled karenderya or carinderia), they're small street-food style restaurants. The game feels like it wants you to have a little knowledge of them going in, or to look it up, but it provides a menu and gives enough context to get a good mental picture. You can also adapt the game engine to a street food culture you're more familiar with, such as a kebab shop or a takoyaki cart, without doing more than changing the menu.
Mechanically, you play Turo-Turo by drawing cards from a deck. The cards take the form of events and customers, as well as foods and customer behaviors. When the events deck runs out, the game ends.
Turo-Turo's writing is its strongest suit, and it has a very strong sense of place and atmosphere. The prompts corresponding to the cards are all engaging, and there's a sort of comfortable, wry humor to them as well. A lot of the events emphasize scarcity and alienation, but the people, foods, and behaviors are a strong counterbalance to that.
Overall, if you want a game that'll make you think and feel, you should pick up this one. It's simple, to the point, doesn't ask a lot of you, but has a lot to show. I love this style of cyberpunk.