At Devcom I had the chance to sit down with Monowave, and it quickly became one of the most memorable indie experiences of the showcase. What struck me right away was how personal it felt, like stepping into a hand-drawn storybook where emotions aren’t just themes, but actual mechanics you play with.
You control Mono, a small guardian spirit born into a fractured world. Instead of fighting enemies or swinging a sword, your task is to calm emotions, Happiness, Sorrow, Anger, Anxiety, and use their power to heal the land. Each feeling unlocks a different way of interacting with the environment: Happiness lets you jump higher, Sorrow flows into smooth underwater movement, Anger gives you the force for wall-jumps, and Anxiety sharpens your reflexes to avoid danger. It sounds simple on paper, but in practice it created a flow that constantly encouraged me to shift perspectives, to think in terms of empathy rather than combat.
The demo world reflected that beautifully. I wandered through different environments where the emotions not only altered the gameplay itself they also reflected in the design. Everything felt alive and reactive to the mood I carried with me, and the transitions between emotions were seamless, like the world itself was breathing alongside Mono.
What I loved most, though, was how the game told its story without a single spoken word. No dialogue boxes, no exposition, just pure atmosphere and subtle cues. The gentle sketches, the quiet soundtrack, the way creatures responded when I reached out with empathy… it all came together in a way that felt universal. You don’t need to understand a language to feel what Monowave is trying to say.
Walking away from the booth, it reminded me why I love finding indies like this at Devcom. Monowave isn’t trying to overwhelm you with spectacle but instead, it’s trying to connect with you, quietly, sincerely. It’s a puzzle-adventure that asks you to heal rather than destroy and after my hands-on, I can honestly say it left me with a rare kind of calm I don’t often find on a crowded show floor.


