Hidden Gem "Rue Valley" in Review: Again and Again and Again a Hit
In the mystery adventure "Rue Valley", time is out of joint, forcing a depressed author to confront his inner demons. A hidden gem!
In the role-playing adventure mix "Rue Valley", players must escape a time loop.
(Image: Owlcat Games)
A shrill alarm clock rings. It's exactly 8 PM. Eugene Harrow sits, nervously tapping his leg, on an old couch in a run-down motel room. Opposite him, a man jots down a few final thoughts in his notebook while bidding Eugene farewell from his first therapy session – for the 22nd time. Eugene has exactly 47 minutes left until the sky begins to burn and he wakes up on Dr. Finck's couch again. This is the premise of "Groundhog Day: The Game" or, as developer studio Emotion Spark calls it, "Rue Valley". Disguised as a role-playing game, the adventure plunges players into a time loop that repeats every 47 in-game minutes. Our review explains why it doesn't get boring.
Repetition without Boredom?
The time loop in "Rue Valley" always begins at the end of the therapy session with Dr. Finck and forms the framework of the game. Anyone who tries to escape it spatially quickly learns the hard way that there is no way out. No matter how far Eugene drives his rusty compact car on the highway away from the motel, or whatever happens to him, he ends up back on the couch. There seems to be only one way out, and it leads through a mysterious man who, after Eugene's first day at the motel, is the only one who hasn't returned to the time loop. Players are thus faced with three core problems: Why is Eugene even here? What's the deal with the time loop, and how did the mysterious man escape it?
(Image:Â Owlcat Games (Screenshot: joe))
A typical loop always begins at 8:00 PM – the end of the therapy session – and ends around 8:47 PM with a catastrophic event in the sky. Within this short timeframe, it's about following clues, having conversations, and visiting locations. Time doesn't pass continuously in real-time, but only during certain actions like simple waiting, breaking down a door, driving a car, doom scrolling on a smartphone, or during dialogues. This often requires precise timing, for example, when you need to be at a certain place at the right minute to eavesdrop on a conversation or prevent an event.
In practice, this means: You'll need many loops to figure out how Eugene can talk to the woman at the vending machine, why his neighbor is frantically riding his bike on the highway at night, or how to break into a suspicious motel room without getting caught. Progress is made not only mechanically but also on an emotional level: Eugene, who is severely depressed and unmotivated at the beginning, seems a little more stable, a little clearer with each successful interaction – as if he is actually growing and healing. Step by step, he works through his past through our decisions and actions and even helps others cope with trauma.
Personality Development Instead of Character System
"Rue Valley" is primarily marketed as a role-playing game, and yes, it has strong elements of this genre, although the game feels more like an adventure over its 15 to 20 hours of gameplay. It's played with a gamepad or mouse and keyboard. As with conventional point-and-click adventures, the protagonist interacts with certain objects and people. However, complex environmental puzzles are not to be expected. In the short loops, Eugene doesn't have much time to get around. There are only a handful of locations to explore, rendered in a comic style reminiscent of Disco Elysium, populated by about a dozen characters. It is all the more remarkable how locations and personalities unfold increasingly through secrets discovered in previous playthroughs.
(Image:Â Owlcat Games (Screenshot: joe))
The role-playing element is mainly noticeable through the character system and occasional skill checks in dialogues. Instead of skills like intelligence, strength, and stamina, there are three core attributes: decision-making behavior, social, and emotional competence. These can each be expressed in two directions. Unlike the genre norm, here, no abilities are improved, but Eugene's personality traits are defined. The starting points on the three core attributes are "Decisive," "Ambiverted," and "Mindful." With each assigned point, Eugene's personality develops into an expression of what could be defined as "normal." Thus, anything from an extroverted, impulsively acting cynic to a highly sensitive, calculating social phobic can emerge.
Eugene's character traits dictate his behavior in certain situations. A more introverted character, for example, may not be able to make themselves heard by others. Impulsiveness prevents thoughtful solutions, and emotional competence could turned out to be an advantage in deep conversations. Over the course of the game, these character traits cannot simply be changed through experience points. While there are short-term fluctuations due to minor events, Eugene only makes real progress by confronting his demons. He must overcome his personal low and deal with his past and the people in Rue Valley. Instead of progressing through action or combination puzzles, the goal is to have conversations, combine observations, and develop intentions – the game defines goals derived from memories, which in turn enable new actions, thus unlocking quests. These memories are collected in a mind map, similar to in Hell is Us. Those who combine wisely lay the foundation for new narrative threads.
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Like a Playable Novel
Status values also have a noticeable effect: for example, someone suffering from "Dreadful Apprehensions" suddenly has fewer dialogue options available or reacts more nervously. Alcohol or pills can change this state – for better or worse. Especially in the first loops, the challenge is great to make the depressed Eugene a functional conversation partner at all. Only with growing motivation does it become possible to delve deeper into the residents' stories and gradually dedicate oneself to the detective work necessary to leave the loop.
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Motivation, willpower, and inspiration points serve as central resources with which certain decisions can be unlocked or actions performed. Even small things, like a flower breaking through asphalt or a motivational poster in an old gas station, can lead to a boost in motivation if Eugene feels addressed by them. Such findings trigger an inner monologue that unfolds on the left side of the screen in the form of text boxes and panels, like a mix of a text adventure and an interactive comic. Dialogues with other people are also conducted in this way, but usually also include English voice acting of consistently high quality.
If you fear dull text deserts, let it be said that "Rue Valley" reads fantastically. The game sometimes feels like a novel slowly unfolding. In these moments, the authors skillfully manage to make the character's inner turmoil and emotional world palpable through his self-talk. Particularly drastic experiences during a loop don't let Eugene go in the next time loop either. We still remember the moment when Eugene processes a dream with Dr. Finck, and an intense, psychologically charged dialogue emerges, opening up new perspectives on Eugene's inner life.
Conclusion: A Memorable Mix of RPG and Adventure
No combat, no weapons, no inventory puzzles in the classic sense. Instead, players click through text boxes, make decisions in profound monologues, and experience Eugene's mind opening up piece by piece. Many of these text passages are so precisely and cleverly written that continuing to click feels almost like a reward.
"Rue Valley" delivers a dense, multi-layered experience with complex relationships and deeply human problems. Even if it sometimes seems a bit contrived how quickly some people confide their innermost thoughts to a stranger, the time-loop adventure captivates until the end. Those who enjoy immersing themselves in stories, are interested in psychological themes, have patience, and are enthusiastic about experimental game concepts should not miss "Rue Valley". The mix of mystery, emotional depth, and detective investigation unfolds a captivating effect that fills evenings like a good novel.
Technically, the preview version ran stably, even if the voice acting was missing in some places or a text panel was not fully localized.
"Rue Valley" will be released on November 11, 2025, for PC via Steam, GOG, and Epic Games, Xbox One, Xbox Series X/S, and Playstation 4 and 5.
(joe)