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The Light Of Our Yearning

I marched to the shine like moth to death y e a r n i n g f o r s a l v a t i o n · By INFINITE TEARS, Farfama

Share your thoughts here after finishing (Spoilers) Sticky

A topic by INFINITE TEARS created Jul 01, 2025 Views: 451 Replies: 8
Viewing posts 1 to 9
Developer (3 edits)

Share your thoughts in this thread. Our intention behind this is to allow everyone to go into The Light Of Our Yearning without the thoughts/videos of others morphing your individual experience. Please be aware of the following:

- We are not looking for feedback. This is complete and finished.
- This is a free experience made with artistic intent. If you did not enjoy it or understand it, this may just be something that was not made for you.
- Humans made this. Humans will read this. We like hearing about your human experience. Pour out your raw emotions. We don't want to read a structured review (ie, graphics > sound > gameplay > final score).

Thank you for playing.

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Awesome (in the biblical sense). 

Presentation and sound is stunning as always. Loved it!

(+1)

Once again, I express my endless respect to the people at INFINITE TEARS for yet another masterpiece.
Honestly, the experience feels similar to RESIST, but wrapped in the aesthetic of :ephemera.
Faceless expressions frozen in horror, a crying infant in an alleyway, panicked crowds running and a beam of light from which there is no escape - all convey such an indescribable fear and dread that it gives me goosebumps.
Thank you for yet another reason to reflect

Couldn't play past 3 minutes. It's not that I don't like it, the ambient is well done, but is the camera supposed to spin around and freak out in the beginning?

(+1)

Honestly I really enjoyed the game, short and sweet. 

This is very evidently a game made with profound artistic intent, and as such it "plays" like a poem, or a work of art, rather than a game, and I will treat is as such. 

I have only played :ephemera out of your portfolio, but when comparing the two, the resemblance is only in the stylistic execution, rather than the content. :ephemera felt much more like a surreal poem, conveying meaning through the medium of the game mechanics, something complete on its own - it left nothing to be said. Instead, this game leans more on the worldbuilding, and conveys its emotions through environmental storytelling. It feels more figurative, refined, less "raw" and abstract than :ephemera - it leaves less to the raw emotions and more for the brain to piece together pieces of what feels to be a larger puzzle. 

On the more technical side, I understand the struggle of not including a main menu, and thus not including an option menu - it goes against the point of the experience. However, as some have pointed out, the camera sensitivity is very high, and when combined with the (very well executed) wobble and impreciseness of the turning it may lead to some motion sickness after some time.

Great use of the short runtime. It absolutely leaves a very strong impact. Bravo, very well executed.

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the vibes are immaculate! Very eery and the models/environment are amazing. the mouse sensitivity is absurdly high by default, I had to turn it all the way down and it was still a bit sensitive.

(1 edit) (+1)

Loved this! Seconding the vibes. Great imagery and words. I kinda liked reading the beam and such as something (a force) from outer space.

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I stumbled across this by accident which is probably for the best. 

The way the chapters are segmented and only end at your own volition adds a lot of emphasis to just how long they were there, practically possessed, crows turn to vultures. Like a quieter Harlan Ellison story.

(+1)

tense, evocative, weird, really liked it. I loved the uncontrollable-ness of the camera, the suppressed breathing, feels very overwhelming.