Published May 31, 2026, 11:45 AM EDT
Sean Migalla (he/him) is a non-fiction and fiction writer with a B.A. in Television from Columbia College Chicago. He is a life-long fan of video games, having started on an NES as a kid and continuing to play ever since. Sean also has a strong love for all things table-top gaming, especially TCGs and TTRPGs.
There is a wide range of wonderful sci-fi titles on Steam, covering every different style that the genre is known for. Games like Fallout and Cyberpunk 2077 present players with alternative future worlds meant to reflect aspects of society, be it Cold War commentary or speculative fiction, respectively. Then there are games like Starfield or No Man's Sky which take players out into space to explore a wider universe. The sci-fi genre is one that covers a wide range of settings, tones, and themes, making it a perfect medium for coming up with new creative games.
Enter Control, I'm Not Coming Back. This small indie game is a great example of how the sci-fi genre can be used for some seriously fun and emotionally impactful storytelling. Now, hard sci-fi fans be warned: Control, I'm Not Coming Back cares less about scientific accuracy than it does the communication of its themes through often abstract environments. However, if you are in need of a short, hopeful experience that might just alter your perspective, this game is perfect for you. But, don't just take my word for it, there are plenty of reviews that back me up.
At the time of writing, Steam reviews for Control, I'm Not Coming Back are "very positive," with many players expressing their fondness for this small title. While there are a lot of great reviews of the game summarizing how it made players feel, I think the most efficient is one by user clueless that reads, "Control, I'm feeling hopeful." Because, at the end of the day, that is what the game has to offer more than anything else: hope.
I think it's worth noting at this point that, if you're the type of player who doesn't enjoy a game like Mixtape because there wasn't enough gameplay, then Control, I'm Not Coming Back probably isn't for you. This game is a 45-minute walking simulator in which you make a few dialogue choices, but otherwise are mostly walking forward and listening to dialogue. This is by no means a condemnation of the game, in fact, this was one of the more powerful gaming experiences I've had in recent memory. I just find it important to have the right expectations going in.
Control, I'm Not Coming Back is a work of art. By that, I mean it is something that evokes feelings and provokes further thought. It is an unflinchingly hopeful game whose message is abstract enough that any player should be able to find meaning in it. The game is completely free, and it downloaded so quickly that it was ready to play by the time I switched from the Store to Library tab on stream, so there is no reason not to give it a shot yourself. If you need a bit of hope, play Control, I'm Not Coming Back.
I've played plenty of sci-fi games on Steam and elsewhere, and many of them I've loved. What I'll say for Control, I'm Not Coming Back that I can't for most of them, is that it brought me to tears. Go into this game uncynically and with an open heart, and you'll find something that resonates with you. It's a quick experience, and the gameplay is nearly non-existent, yet it will stick with me longer than many games I've paid full price for, and that's a testament to its message.
Brand Valve
Original Release Date September 12, 2003





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