Unihfy Games

We Become What We Behold

We Become What We Behold

Social CommentaryPoint and ClickArt GameShort GameMedia SatireDarkPhilosophical

Games > We Become What We Behold

Play We Become What We Behold • Free

Experience a thought-provoking 5-minute narrative game about media manipulation and the cycle of violence. As a news camera operator, you capture moments between circle and square characters, watching how your choices escalate from innocent observations to conflicts and ultimately to tragedy. This minimalist game delivers a powerful message about how the stories we tell shape our reality.

Genre: Art Game

Difficulty: Easy

Reviewed By
Kaushik Hirpara

Developer · Game Reviewer

Kaushik Hirpara is a full-stack developer and game reviewer at Unihfy Games. He does most of the work of bringing games to the site — adapting them to run properly in a browser, getting them working on phones, playing them, and writing up what players need to know.

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Game Created By

Nicky Case

We Become What We Behold was originally created by Nicky Case and is published here under its original licence terms. We host and maintain this version, while preserving the required attribution.

A game about news cycles, vicious cycles and infinite cycles, released to the public domain by its author under Creative Commons Zero. Not every part of it is his: the game renders with PIXI.js and plays its audio through Howler.js, both MIT licensed, and several of its sound effects are Creative Commons Attribution works. All of them are credited in the original project's README.

How to Play

  • Start the game by clicking the PLAY button on the preload screen
  • Watch the introductory quote about media and technology
  • In Act 1, observe the circle and square characters going about their daily lives
  • Use your camera to capture interesting moments like nice hats, couples, or crickets
  • Your photos appear on the news feed, influencing what viewers see
  • In Act 2, tensions rise between circles and squares - capture conflicts and dramatic moments
  • Notice how the news chyron reflects what you choose to photograph
  • In Act 3, the situation escalates to violence - capture the consequences of media amplification
  • Experience the dark conclusion about how media shapes perception and behavior
  • Watch through the credits and post-credits scenes for the full message
  • Reflect on the game's commentary about media responsibility and audience demand
  • The game takes approximately 5 minutes to complete

Gameplay Preview

Features

A three-act structure moving from ordinary daily life to conflict to violence
A camera mechanic where what you choose to photograph becomes the news
A news chyron on screen that updates to reflect what you've just captured
Eleven distinct peep behaviours - Normal, Crazy, Nervous, Snobby, Angry, Hat-wearing, Lover, Happy Weirdo, Evil Hat, Panic, and Murder
A minimalist black-and-white style built entirely from circle and square characters
An original soundtrack with separate tracks for calm, tense, and panic moments
Full sound design, from camera snaps to gunshots to character vocalisations
English, German, and Persian text, switchable in the game itself
A single playthrough of about five minutes, with no branching ending to chase
No fail state - every choice moves the same fixed story forward
Pause with click-to-resume at any point
A credits sequence and post-credits scene, both part of the intended experience
Released into the public domain under CC0 by creator Nicky Case
Desktop only - the fixed 16:9 view and mouse-based camera do not adapt to a phone

FAQs

How long does it take to complete We Become What We Behold?

The game takes approximately 5 minutes to complete from start to finish, including all three acts, credits, and post-credits scenes. It's designed as a short but impactful experience that can be played in a single sitting.

What is the main message or theme of the game?

The game explores how media shapes perception and behavior. It suggests that by focusing on conflict and violence, media outlets amplify these elements in society because that's what audiences demand. The title references Marshall McLuhan's idea that 'we shape our tools and then our tools shape us' - meaning the media we create ends up influencing who we become.

Do my choices actually affect the outcome of the game?

Your photo choices drive the narrative progression and determine what appears on the news feed, but the story always follows the same general trajectory from observation to conflict to tragedy. The game is more about making you feel complicit in the media's role than providing branching storylines.

Why does the game have a warning about snobbery, rudeness, and mass murder?

The game contains dark themes and depicts escalating violence, including scenes of characters harming each other. The warning prepares players for the mature content and the game's satirical take on how media sensationalizes violence for entertainment value.

Can I play this game on my phone or tablet?

No, the game is not mobile-compatible. It requires a mouse or pointer for the camera mechanics and uses fixed dimensions that don't adapt to mobile screens. The game is designed for desktop or laptop browsers with WebGL support.

What do the different character types (circles and squares) represent?

The circles and squares represent different social groups or ideologies. The game uses their simple geometric designs to show how arbitrary divisions can lead to conflict when amplified by media. As the game progresses, these groups develop fear, hatred, and violence toward each other based on what the news chooses to broadcast.

Is there any way to get a different ending or change the story?

The story follows a fixed narrative arc designed to deliver its specific message about media responsibility. While you can choose what to photograph, the overall progression from peaceful coexistence to violent conflict is intentional to the game's commentary. The replay value comes from catching subtle details and deepening your understanding of the themes.

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