
Future? No Thanks! is a narrative-driven, open-world adventure set in an ecosocialist utopia. You're old, bitter, and scheduled for euthanasia. Enjoy your last day in a future that works for everyone but you.
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Prices
The United States storefront in every case, so this compares stores and not countries.
About
Future? No Thanks! is a narrative-driven, open-world adventure set in an ecosocialist utopia. The year is 2045, and society has never been better: climate change is finally being tackled, democracy thrives, and technology serves the public good.
There's just one problem: you.
You are Harvey Huffstone, a grumpy elder who no longer fits in, and today is the last day of your life.
Your final mission? Completing your bucket list before your self-scheduled euthanasia.
Indulge in outdated pleasures, explore a post-post-industrial Midwest, clash with a society that's moved on without you, and maybe, just maybe, leave with fewer regrets.

Explore a lively city, meet its wacky inhabitants, and complete 7 non-linear quests over 6 hours of gameplay.

An artisanal game made with locally sourced talent and minimal involvement from capitalists, marketers, or profiteers.

In a medium dominated by dystopias, Future? No Thanks! imagines a political project for the present.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 54reviews | 100% | — | $27.8K |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Only an hour in and already loving it. Great satire, I feel laughed with AND at. Future? No Thanks is Yes Please!
More like Future? Yes please!
A fun and uplifting glimpse into a socialist future. Good writing, doesn't stick around too long, really enjoyable.
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Languages: English**languages with full audio support
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
11/10 Great Humor / Very Unique
Hilarious, witty, important, but also very well designed as a game. What if a Telltale Sam & Max game was open world and communist AND had a deep emotional core?
I'm still having a blast exploring and am no where near done yet. Only improvement I'd make is being able to poke the geese with the sticks. I love how all the parts of future Pittsburgh blend seamlessly into something familiar yet compact.
Really been having fun with this one! I've had to grab my thesaurus on a few occasions, but the humor and writing are really on point. Plot is hilarious, too. Open world environment is fun to just drive around. Definitely suggest giving it a try!
Algunas bromas son atroces y muchos diálogos son tan explícitos que matan cualquier tipo de ironía pero en general considero que es un buen juego. Una de las cosas que más me gusta de este juego es que parte de la base de que la utopía es algo ilusorio, para el protagonista no es un lugar idílico puesto que toda utopía es la distopía para otros. Dicho esto también tengo que decir que el juego deja muy poco espacio para la interpretación es un juego muy literal, algo que me ha resultado raro en un juego de Paolo Pedercini, un creador que maneja la de la retórica procedimental de forma magistral. Aunque en otros juegos su retórica golpea como un martillo y no deja espacio a dudas la brillantez de ello radicaba en la potencia de experimentarlo de primera mano, por desgracia es algo ausente en Future? No, Thanks! Creo que es un intento muy loable de apelar a las nuevas generaciones pero creo que las distopias y las utopías con dos caras de la misma moneda como dice Francisco Martorell Campos en su libro Contra la distopía los relatos distópicos de izquierda pueden movilizar a los convencidos y alienar a los pesimistas y a los no conversos. Yo mantengo que Future? No, Thanks! a pesar de ser una utopía tiene el mismo efecto que las distopías de izquierdas, tiene una gran capacidad de alienar a los curiosos y los pesimistas debido a su humor contemporáneo basado en la post ironía. Una obra de ficción con un tono humorístico que puede llegar a ser cargante es en muchos casos una condena para la misma. A pesar del énfasis en el humor irónico también hay momentos para un tierna sinceridad sobre la aceptación. Y ya para acabar me hace gracia que este juego se coloque en las antípodas de Cyberpunk 2077 ya que ambos juegos hablan de la muerte y todos lo que ello desencadena como por ejemplo aceptarla o postergarla. Un parte de la premisa de evitarla y la otra habla de aceptarla y la vez ganar autonomía en el proceso o por lo menos lo veo así. El protagonista quiere renunciar a un vida que no le satisface pero el mundo no se lo impide solo le exige que viva una última vez, hasta cierto punto hay algo perverso en pedirle a alguien que quiere morir que empiece a vivir a vivir de nuevo. Esta sombre de coacción puede revelar que en realidad está utopía no es tan perfecta y no le permite al individuo reclamar su autonomía, pero no lo creo. Es un juego que también deja patente los cuidados por los mayores y parte de lo implícito en la narrativa es intentar mostrar que vivir no es algo tan malo. Esta tensión interna en la que una obra de izquierdas se posiciona como pro vida deja claro algo lo que es ser verdaderamente pro vida: no cooptar completamente la autonomía sino y querer controlar quien vive y quien muere bajo mandatos morales ambiguos que enmascaran los mecanismos del sistema capitalista sino por el contrario crear un mundo en el que la gente tiene la capacidad de cultivar la vida dando las condiciones necesarias para que está no sea una tortura.
Had a smile on my face for most of the time, and I have some suggestions and thoughts: -Loved all the funky traffic vehicles, kinda wish I could use em and the hummer instead of the wheelchair sometimes -Wish the wheelchair had a handbrake and more power so I could do SICK WHEELCHAIR STUNTS -Wheelchair camera was kinda wonky, & I think I got a little motion sick from it??? -Would be nice if I could see which dialogue options were one-time, since I would have liked to make a joke before telling Estranged Daughter about the whole [spoiler]"they can't solve alzheimers and I want to go while I still can"[/spoiler] thing -Bookmark for The Cyberpunk Capital
As someone who's lost multiple family members in the past year due to age, one of which who wished for euthanasia were it to be offered (among... other things), this was one of the more moving games that I've played in recent memory. I played Harvey's journey as one of self-discovery and redemption for a bitter and breaking old man. A person lost in self-imposed cave of bitter loneliness, who once looked at a bright world to eventually see it fade into looking at candlelight, before snuffing out the candle itself to only return the cave toward its natural state: darkness. But, more critically, a person who sees a glimmer of light through the cracks of the cave he built for himself over the decades of his life. I would recommend going into this with an open mind, as while I am the target audience for this type of humor politically and socially (seriously, loved many of the jokes in this game!), I do recognize that some of the humor requires the right kind of mindset to get into, both personally and sociologically, in a sense. If "leftist" humor isn't for you, poking fun at both the past and (their future) present of an actually realized utopia, this might not be for you. If you do dive into this though, there's a lot of joy and humor to be found at the end of the road, and a healthy attitude towards both life and death can be found here. And having played this twice, I did run into several bugs or sequence breaks along the way... along with a few complaints. There's some minor issues with dialogue advancing too fast, as sometimes I was unable to screenshot a good joke I liked or wanted to hear something again I missed in the quick pace. Other things like Harvey t-posing (notable: after being rejected by the Steel Tower group) or dialogue being out of order (seeing the car in the garage after being shown it, after the big talk referencing a choice I didn't make the second time, several quest dialogues), and confirmation choices or warnings for certain dialogue (I literally replayed the entire game because I misclicked to say "no" and rejected a quest at one point). Also, I was $2 short of getting the "higher tier" option in one of your quests, a little bonus money would be appreciated as that was the far more narratively interesting and impacting choice on my first time through (I got to 20 in the factory side gig, so I think I did well all things considered but still came up short - and one of the quests can be easily "locked out" if you don't have $10 to give to a reprehensible person). As someone who grew up on Molleindustria games, I really appreciated the little touches and hidden callbacks at certain points (McDonalds, some music pieces, the cow, etc.) and the ending few minutes had me welling up seeing everyone there at the finale. One thing I'd love to see is the music being available in a link, as I had some fun and sadness listening to various pieces.
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