![]() Over time it becomes clear that these dreams are fragmented memories of different iterations of Sol’s life. As a child, Sol is plagued by strange dreams and visions, some of which seem prophetic and others that are disturbing and shadowy alternate histories. One of the most compelling elements of the game is revealed gradually in an initial playthrough. I Was a Teenage Exocolonist rarely lets you exist as a passive citizen for long. Even if you try your very best to avoid doing anything at all, Sol cannot escape being a part of Vertumna and will always be looped back into the fray, in one way or another. ![]() Image: Northway GamesĮxocolonist asks the player whether these malaises are inevitable, and reiterates that they are not, but you as the player need to put in the work if you want to overcome them. Described by developer Sarah Northway as ‘sort of a multinational hippie commune with a colony ship’, the Vertumna colony is a utopian project born of big dreams that still strays at different points towards capitalist and militaristic philosophical directions. ![]() I Was a Teenage Exocolonist is a game that asks the player to reflect on the impact of humanity and technology on the environment, and Sol is regularly asked to engage with the politics of the colony. As you progress through the game and acquire more experiences, the individual significance of each memory lessens as they accumulate into the equivalent of a body of knowledge – the fruits of a life lived, in whatever form you chose as a player. Acquiring these cards through Sol’s childhood experiences also lends a kind of nostalgic significance to each card, particularly early in the game when your collection is small and each experience of Vertumna looms large in Sol’s memory. ![]() Sol could lose every challenge in the game, and that itself would be a valid experience of I Was a Teenage Exocolonist’s story. Whether or not Sol succeeds or fails simply nudges the narrative in a different direction. ![]()
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