and Roger is an interactive visual novel with light puzzle mechanics. Read our review to see what it did well, what it didn't do well, and if it's worth buying.
Overview
What is and Roger?
‘and Roger’ is an indie visual novel game developed by TearyHand Studio and published by Kodansha in July 2025 for PC and the Nintendo Switch, and in June 2026 for the Switch 2, iOS, and Android. It follows Sofia, who struggles to understand her surroundings. In the game, players interact with the environment to complete mundane household chores and resolve puzzles to advance the story.
‘and Roger’ features:
⚫︎ Minimalist Aesthetic
⚫︎ Two-Tone Color Palette
⚫︎ Fragmented Narrative
⚫︎ Point-and-Click Mechanics
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and Roger Review: Don’t Let This Hidden Gem Pass You By
This Overlooked Gem Finds a New Home on the Switch 2

‘and Roger’ is a game about love and surviving even after the self erodes. More specifically, it’s about the widening distance between what we feel and what we’re able to communicate. TearyHand Studio explores that divide through the eyes of one person trying to make sense of a home that no longer makes sense to her.
The game makes its way to the Nintendo Switch 2 more than a year after its original release. The additions to this re-release are modest, with very little separating it from the original release, but that doesn't diminish its ability to tell the hauntingly poignant tale that earned it a BAFTA nomination earlier this year.
The focus here is still exactly where it needs to be: on how hard it is to connect with the people we love.
Love Finds Its Own Language

I’m intentionally being vague about what actually happens in ‘and Roger’, and I think the game is better for it. If you’ve made it this far and the premise sounds even remotely interesting, go ahead and spend the five dollars and play it. It lasts a little over an hour, and gives back far more than its runtime suggests.
The game completely flew under my radar when it was first released in 2025. In fairness, that was a year packed with amazing games from all fronts in the gaming industry. Now that it’s on the Switch 2 in another year overflowing with big releases, I hope it doesn’t slip through the cracks again. Few games have left me sitting through the credits trying to process what I had just experienced, and even fewer have had me openly crying before they were over.
As much as I’d love to explain why, I’d really rather preserve that experience for anyone who hasn’t played it.

So here’s all you really need to know.
You play as Sofia, who wakes up one morning expecting an ordinary day before finding herself in a situation that immediately feels wrong. She begins searching for answers, moving through familiar spaces that gradually become harder and harder to understand as seemingly simple interactions take on new meaning. You, then, piece together fragments of her life, her relationships, and the emotions that continue to bind them together.
Really, it’s a story about love in its strongest and most enduring.
Again, I wanted to be vague.

That’s because so much of this game’s power comes from discovering its story alongside Sofia. In the opening minutes, I was scared for her. Waking up to find a stranger asleep on the couch where her father should have been immediately put me on edge, and I spent that first chapter of the game convinced that something terrible had happened. That fear, though, gradually gave way to confusion, as I found myself questioning everything I saw just as much as Sofia did. Eventually, the confusion turned into me bawling my eyes out.
Don’t worry; there’s no dramatic or horrific reveal here. It trusts players to sit with what’s happening and pay close attention to the things left unsaid. Conversations are often brief. Characters rarely explain how they’re feeling outright. The game simply presents these moments and allows their meaning to evolve as your understanding of Sofia’s world changes.
Just as importantly, I adore how it never feels manipulative. It would have been easy for a story dealing with themes like these to lean into the melodrama of it all, but ‘and Roger’ chooses to just let you absorb what needs to be absorbed: the silhouettes and the pauses and the smallest acts of care that carry tremendous meaning.
Minimalist Visual and Audio Designs That Say More Than Any Line of Dialogue

The success of its story wouldn’t have been possible if it weren’t for the art direction, which also communicates an incredible amount with very little dialogue. Small changes in Sofia’s expressions, Roger’s posture, and even the recurring visual motifs gradually reveal far more than lengthy exposition ever could.
Mirrors, in particular, become one of the game’s most effective storytelling tools. Without ever spelling out their significance, they repeatedly invite you to question what Sofia sees and how that differs from what's actually in front of her.

Music is used sparingly, and ‘and Roger’ is often at its strongest when there isn't any at all. Long stretches rely almost entirely on footsteps, running water, creaking floorboards—the everyday sounds of home. This is to encourage you to notice the ordinary, to keep your attention on Sofia.
That’s not to say that the music isn’t good; in fact, quite the opposite. The music is so good at pulling heartstrings that a single shift in the melody can completely change the overall tone of a scene. One scene, in particular, caught me off guard when I realized what the game wanted me to do, and the music makes good use of that sudden realization to make the moment hit even harder.
Simple Mechanics Reflect Bigger Ideas

‘and Roger’ is unconventional in ways that aren’t immediately obvious. It is a visual novel, yes, so it’s easy to assume most of your time will be spent clicking through dialogue. Although you do a fair amount of reading here, almost every conversation and interaction asks you to participate in some way.
On the Switch 2, you can play the entire game using just the thumbsticks and the A button, but the re-release also supports the console’s mouse controls to mimic the PC version. Despite my general dislike of the Switch 2’s mouse controls, this is the first game where I happily stuck with them from beginning to end. Not only is ‘and Roger’ short enough that my hand never felt cramped, but the precision and smoothness of mouse input make it feel like the definitive way to experience this version of the game.

Essentially, you move a cursor around the screen, drag it over on-screen prompts, press buttons in specific sequences, trace shapes, guide a character through mazes, connect lines, or chase moving icons. None of these mechanics is particularly complicated, but they’re really there to reflect what’s happening in the story.
Most of what you're asked to do revolves around things people rarely have to think twice about, like brushing your teeth or even just walking from one room to another. They begin as simple interactions before gradually becoming more demanding, depending on where Sofia is at that point in the story. A single button press might become several. An interaction that took only a second may suddenly ask you to perform multiple steps before it’s complete.
It’s never difficult in the traditional sense. You’re not going to hit a wall that demands quick reflexes à la Silksong. Most of the interactions can still be completed after a little trial and error. The point is to make you work a little harder at things that once felt automatic, with nearly every interaction reinforcing what Sofia is experiencing without needing to explain it outright.

A specific design choice that I absolutely loved was how the game depicts two characters talking through a very simple puzzle interface. To represent them speaking, you are given a button that you must drag from point A to point B across the screen. By dragging this single button, you are manually drawing out and connecting their lines of dialogue, simulating the actual physical struggle of keeping a conversation going. Sofia’s dialogue is rendered as rigid, straight lines, while another character’s flows in circular strokes. You physically feel the sheer effort required to bridge the gap.
That’s just one example. There’s so much more to discover here that I would be remiss to mention more than that. Mechanically, you are doing little more than small puzzles. None of the mechanics is deep enough to stand on its own, but they exist because they have something to communicate.

I do understand, however, that this is not going to be a game for everyone. Most of your time will be spent doing similar things over and over and over again. It demands that you sit with that discomfort. It asks you to meet it as an interactive story more than anything else, and its mechanics are almost entirely built around strengthening the narrative instead of offering complexity for its own sake.
Is and Roger Worth It?
Yes, It Is Love In Its Purest Form

If I haven’t made it clear enough already, go buy ‘and Roger,’ especially since it’s only $5. Just know, though, that you’re buying something closer to an interactive experience than a traditional visual novel. It’s over in a little more than an hour, and once the credits roll, there’s little left to do beyond revisiting the chapters and segments that stayed with you. Perhaps that’s why ‘and Roger’ slipped under so many people’s radar in 2025. It arrived in a year crowded with remarkable games, and its quietness made it easy to overlook.
I hope its re-release on the Switch 2 and mobile platforms give it the audience it deserves. I may have finished ‘and Roger’ in just over an hour, but it's a game I know I'll be thinking about for much longer because of the people at its heart and the small ways they show their love for one another.
and Roger FAQ
What’s New in the Switch 2 Version of and Roger?
The Switch 2 version of ‘and Roger’ adds Joy-Con 2 mouse controls for its puzzle sequences. It also received new language localizations, including Dutch, Polish, Thai, and Chinese.
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