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I Have No Change is a first-person narrative game set in a small night kiosk during winter, shortly before New Year’s Eve. Players follow Matvey, a 27-year-old shop assistant who spends his shifts serving different customers through the kiosk window. The game does not focus on action, combat, or traditional challenges. Instead, it tells a grounded story about routine, loneliness, missed opportunities, and the question of whether change is still possible.
The gameplay is built around conversations and observation. Players stay inside the kiosk, interact with customers, listen to their stories, and learn about the world outside through short encounters. Some visitors talk about everyday problems, while others reveal more personal or emotional details. Through these conversations, the player gradually understands both the people of the town and Matvey’s own situation.
As the night continues, Matvey reflects on his life and work. He begins to question how he ended up in the kiosk, whether this is the life he wanted, and whether he is ready to move forward. The story develops through dialogue, atmosphere, and small details rather than separate missions or levels.
The game includes several core elements:
I Have No Change does not have traditional levels. Progression is connected to the passing of the night and the sequence of customers who appear at the kiosk window. Each visitor adds a small piece to the larger picture, showing different sides of ordinary life, from routine complaints to personal memories and regrets.
To play, the player follows the shift, interacts with customers, and pays attention to conversations and environmental details. The main objective is not to win in a traditional sense but to experience Matvey’s story and understand the emotional meaning behind the events. I Have No Change is designed as a compact narrative experience where a small kiosk becomes the center of a larger human story.