sonder., (a.k.a. The Station) is a Third-Person Action Adventure game that is a little different: it’s a game where there isn’t really a main protagonist, or (if you wish) every character is the main protagonist. Usually, the characters that are not the main protagonist are merely a backdrop for him, existing only to fulfill a specific role within the narrative arc of the “main” player. Not so in our game, where you are free (and indeed encouraged) to play as any other character, and perceive the single game narrative from their perspective. You can do this any time during play, as many times as you wish.

When you play as a specific character, you make the choices for him – and they have direct consequences on the game world, other characters or even himself. The choices you make determine who, if anyone, survives the adventure that transpires in the game.

The goal of the game is to illustrate that judgment is heavily influenced by perspective- acts that seem random, irrational, malicious or even generous or noble, may register differently when you are put in the position where you have to choose to make them. Ultimately, it is a question whether any action, in itself, is intrinsically good or bad or is it simply perceived as one or the other.


GAME MECHANICS that the player has at his disposal are:

  • Third-Person character movement control;

  • Dialog interaction with other characters;

  • Interaction with objects;

  • Interaction with machinery/computers;

Events in the game happen in real-time, meaning that they proceed with or without the player’s intervention or cooperation.


WITH GREAT CHOICE COMES GREAT RESPONSIBILITY. Because each choice the player makes (including which space he occupies at what time) influences the outcome of the game, some people will find choice paralyzing. Was this the best possible thing I could have done? What if I “choose myself into a corner”?
To address this, the game offers a “rewind-anytime” mechanic that allows the player to pause the game at any point, rewind to any previous point in time (all the way to the beginning, if necessary), resume playing from that point and attempt to choose something different.

But ultimately – there are no “right” or “wrong” choices, there isn’t a “best” choice. The game continues under all circumstances, and the player is the only authority that decides whether where he ends up is good or bad.


The name, “sonder”, is a word coined by John Koenig in “The Dictionary of Obscure Sorrows” tumblr, and it describes the realization that each random passerby is living a life as vivid and complex as your own. In our game, each NPC is as complex a character as the selected player. Don’t believe us? Then play as him.


sonder. can be played in singleplayer or multiplayer, where different players assume the roles of different characters.


PLATFORM TARGETS: Next-gen consoles and PC.


OUR CURRENT STATUS is pre-alpha. We have a working prototype that showcases the game mechanics that we are pitching to prospective publishers. We do not have a publisher yet.


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Sonder. is proudly supported by
The Fund for Innovation and Technological Development
of the Republic of Macedonia