Sometimes the whole review is in the credits. Fishbowl was made by a two-person team that named itself imissmyfriends.studio, and everything the game is lives inside that lowercase confession: a company named after the exact feeling its debut sets out to hold. You don't pick a name like that to ship a battle pass. You pick it because you have one story in you, and it's this one.
Fishbowl follows Alo, twenty-one, video editor, freshly arrived in a big city for her first job, living alone, and grieving her grandmother, when the world quietly locks down around her. The game never says the word pandemic; it doesn't have to. What arrives instead are boxes. Her mother ships her grandmother's belongings a few parcels at a time, and the structure of the game becomes the structure of mourning: each day, between work calls and video edits and the small rituals that keep a solo apartment livable, Alo unpacks a little more of a life. An object surfaces, a memory opens, and one of them is a wind-up toy fish named Paplet who starts talking, a childhood companion returned exactly when the childhood needs re-examining. If you've read this site for any length of time, you know why this premise had us at the first box: it's a whole game about the thing we keep insisting on in these pages, that objects are how people store themselves, and that handling what someone owned is a way of being with them.
The design is quietly radical in its refusals. No combat, no fail state, no timer, and the developers say it plainly: no right endings, only yours. The game's central mechanic is a mood gauge, and the things that raise it are brushing your teeth, showering, making coffee, cooking something real, and calling a friend. That's it. That's the game. Getting through an ordinary day while sad is treated as the achievement it actually is, and the line players have adopted as the game's motto, no matter what, you got through the day, is the most honest win condition anyone has shipped in years. In an industry that measures engagement in adrenaline, a game where self-care is the skill tree is a genuine design position, and it lands because the systems mean it rather than gesture at it.
It's lovely to hold, too: warm, storybook-flat art, a month-long story that respects your evening instead of colonizing your calendar, little mini-games threaded through the days, cooking unlocked through recipes worth finding, and dream sequences where Alo's doubts get their say. It was built in GameMaker by those two people and published with Wholesome Games Presents, the banner that has become a reliable flag for exactly this register of small, sincere work. It runs on PC, Mac, and PlayStation 5 for about the price of lunch, and the studio's site links every storefront.