Recently, I was lucky enough to attend PAX East, during which I got to play the demo for On Any Journey, a local co-op puzzle game that brings people together to go on lighthearted adventures. While the mini-puzzles and vignettes were dynamic and fun, what really stole the show was the game’s commitment to shaking up its art style and show-don't-tell storytelling.

Players start the game off as friend-duo Mateo and Kai. As the young boys walk through town, doors shut around them, and people give jeering glances and cruel comments towards Kai. You see, Kai has antennae, and Mateo has dragon-esque spikes on his back. The pair push forward through the town, and eventually see their friend Summer catching a ride on a motorcycle with a dragon man named Bruno.

The duo jovially run after their friend, but soon find themselves pursued by bullies armed with baseball bats. This is where the Co-op gameplay shines. You're on one side of a field with the bullies, and on the other side is Bruno, a grown-up who can help, and part dragon to boot. Between the two groups is a smattering of crates; Mateo and Kai must work together, one holding down a crate to keep it stable while the bullies try to break it, and the other pushing a crate forward to create the next interval of cover. This scene culminates in eventually pushing across the field, causing Bruno to spray fire near the bullies, scaring them off. The boys are safe, but dejected by the hate that’s continuously directed at them, and they wish that they were just like everyone else. Bruno has an idea, though, as he uses magic to warp Mateo, Kai, and Summer into a game cartridge, sending them on adventures that will strengthen their bond and friendship, and reaffirm their love for their differences.

What makes this opening scene so compelling is that there’s not a word of dialogue spoken. All of the emotion is communicated through expressions, actions, and the occasional thought bubble with an image. This style of communication was consistent throughout my playtime, and the game is much more engaging for it. While the developers could have thrown in long text blurbs explaining that bullying is wrong, they opted for the creative route. One detail I love is that while the boys are being bullied, the screen turns grey, but summer shows up and color returns with her, showing how her bubbly presence comforts her friends.

The adventures the trio go on will have players jumping between various puzzles and art styles, keeping things fresh without ever dipping in quality. Bounce through space on glowing platforms and warp through cosmic portals, fight a boss in a Cuphead-esque vignette, and navigate a mystical forest, manipulating ancient stonework as a team to help each other progress. There aren’t many controls, just jumping, grabbing, kicking, and walking. Even with the simplicity, every whimsical puzzle you overcome feels satisfying and well-made. If you only have two players, then don’t worry, because the AI is quite competent.

On Any Journey’s art styles are numerous and impressive. The team simply refused to compromise on quantity or quality. The rich color palette of the opening town area adds a vivid yet cozy sense of nostalgia. On the other hand, the dark blue, star-speckled void of space leads to feelings of isolation and serenity. There’s a broad artistic range here, and they nail every environment.

To wrap up, I’m quite excited for the full release of On Any Journey. While the demo I got to play was less than 40% of the total game, it left a strong impression by invigorating me with its sense of wonder. If you’re looking to plant yourself on the couch with a few friends, sip some cold drinks, and relax, then this game will be perfect for you. The demo for On Any Journey is set to be released this summer, followed by the full game towards the end of the year.

See also: PC | PAX East 2025
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