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  1. Games
  2. Consume Me
  3. Overview

Consume Me

About Consume Me

Studio

Jenny Jiao Hsia

Website

store.steampowered.com/app/2359120

Release Date

September 23rd 2025

Consume Me Logo
Consume Me
IndieRPGStrategyPuzzleSimulation

A life-simulation RPG where you navigate high school struggles with body image, identity, and daily routine management.

Developer

Jenny Jiao Hsia

Release Date

September 23rd 2025

Platform

Introduction

Consume Me is a life-simulation RPG built from personal experience, developed by Jenny Jiao Hsia and published by Hexecutable. It puts the awkward, self-critical reality of high school at the center of its gameplay, wrapping themes of body image and identity inside a simulation-RPG structure that feels more honest than most games dare to be. If you've ever felt like you weren't enough, this one hits differently.

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Overview

Consume Me is a life-simulation RPG developed by Jenny Jiao Hsia and published by Hexecutable, released on September 24, 2025, for Windows and macOS via Steam. The game draws directly from Hsia's own adolescent experiences, placing players inside a fictionalized version of high school where managing daily routines, social dynamics, and a deeply personal inner monologue forms the core gameplay loop. It sits at an unusual intersection of indie simulation, RPG progression, and puzzle-driven decision-making, and that combination gives it a texture that's hard to place and harder to forget.

The premise is disarmingly simple: you felt stupid, fat, lazy, and ugly in high school. So did the developer. The difference is she made a game about it. Consume Me doesn't dress up that premise in genre conventions or comfortable abstraction. It puts those feelings front and center as the actual subject matter, not just backstory flavor. That kind of directness is rare in the simulation RPG space, and it's what separates this game from the wave of cozy life-sims that tend to soften every edge.

Gameplay and mechanics

Consume Me structures its RPG systems around the rhythms of daily life, the kind of choices that feel small but accumulate into something larger. Players manage time, routines, and social interactions while navigating the internal pressures that come with adolescence. The simulation layer tracks how decisions affect mood, self-perception, and relationships, feeding back into the RPG progression in ways that feel meaningfully connected to the game's themes.

Key mechanics include:

  • Daily routine management
  • Social interaction choices
  • Mood and self-perception tracking
  • Puzzle-driven decision sequences
  • RPG-style progression tied to personal growth

The puzzle elements add friction to moments that might otherwise play out as passive narrative. Decisions aren't just dialogue selections; some carry the weight of a logic problem where the "right" answer isn't obvious, mirroring how real adolescent choices rarely feel clean.

What makes Consume Me different from other life-sim RPGs?

Most life-simulation games offer an escape. Consume Me does the opposite. Where games like Stardew Valley or Story of Seasons give players a fantasy of competence and calm, this game puts you inside the specific discomfort of feeling like you're failing at the basic task of being yourself. That's not a comfortable place to spend time, and the game seems entirely aware of that.

The autobiographical foundation is the defining feature. Hsia isn't building a generalized "teen experience" from research and focus groups. The game comes from a specific person's specific memories, and that specificity shows in the details. The emotional texture is particular in a way that generic coming-of-age narratives rarely achieve.

Visual and audio design

Consume Me carries an art style consistent with Hsia's previous work, leaning into a hand-crafted indie aesthetic that prioritizes emotional legibility over technical complexity. The visual approach matches the subject matter: personal, slightly rough around the edges, and honest about what it is. The audio design supports the introspective tone without overwhelming it, keeping the focus on the moment-to-moment emotional experience rather than spectacle.

Impact and identity

Consume Me belongs to a small but significant category of games that treat the developer's personal history as primary source material. That approach carries real risk, and it also produces something that no amount of market research can replicate. The game lands in a space adjacent to titles like Actual Sunlight or Celeste, games where the emotional content isn't decoration but the actual point.

For players who bounced off high school feeling like they were the only one quietly falling apart, Consume Me offers something that most simulation RPGs don't: recognition.

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