OFF (2025) Review – Dormant, But Not Forgotten

OFF is special. A testament to the capability of the internet to bring forth beauty and wonder, to connect people, move them, and have them share in a project and all the involved emotions. Translated three years after release by a fan for the first time, it is also a reminder of how much is out there and how much your efforts can matter. Or not. You know if you played it. One of the internet’s most famous secrets. Cherished, but dormant. Now, newcomers can cherish it anew.

In preparation for this review, I finally played the original version, which is still great! There were certainly issues with its combat, but it had excellent pacing. Autocombat provided a bit of a grindy reprieve that I have come to value from games like it. Most importantly, the emotional beats were as powerful as ever. I cannot imagine seeing them for the first time back then, hearing about OFF through a forum or word of mouth, launching it, discovering the many secrets before its reputation was built.

The Batter opens the box to find a border for the screen
To maintain the original aspect ratio, OFF employs borders featuring new art

It ultimately feels a bit antithetical for this internet legend to see a commercial release of OFF, but I think everyone involved is aware of that. It is as much a modernized way to play as it is a tribute—new combat system, balance, soundtrack, enemies, visuals. Nobody intends to diminish what Mortis Ghost and Alias Conrad Coldwood have created, from new composers Morusque, Toby Fox, Camellia, exaheva, Nightmargin, James Roach, and bansheebeat (with too many collective accomplishments to list) to translators (spearheaded by the original fan translation author RecDra).

As such, OFF (2025) is neither a full-on upgrade nor a replacement for the original OFF. Much remains the same, like the samples or melodies used in its most iconic songs in these wonderful new renditions, but nothing can outright replace Alias Conrad Coldwood’s original masterful, dreary soundtrack. Some individual moments do benefit from changes, ones I will leave for players to discover, yet the biggest difference is in the game’s priorities. This remake wants you to engage with the combat, limiting your ability to flee, removing autocombat, and adding a boatload of visual effects.

Batter and his two Add-Ons fighting a giant whale
One of OFF’s most iconic encounters

The goal here is clearly to add depth and flair to a somewhat standard system from the original, resulting in many genuinely enjoyable, involved turn-based encounters. This newfound tactical focus is underscored by time stopping when going into menus, visible enemy attack timers, and an upped rate of gaining new competences (OFF’s version of spells). Criticals receive the best and most interesting changes: a visible orange effect that speeds up the timer between turns and affects every option differently, from individual skills to even items.

Getting access to more tools quicker meant that I still found myself overpowering standard bosses, so it was up to new encounters to show this system’s full potential. Each features wholly unique mechanics, and although all fell to the tried and true “hit them with the most damage” strategy, a few needed timing, a good few items, and maybe even a status heal once in a while. More than can be said for anything else.

An eye on top of a building
Wait, this was not here in the original… something’s… off…

Will this new system convince those who found OFF’s combat lacking? Probably not. This is why the remake strives to make combat generally less of a hassle. It removes random encounters from a few puzzle rooms that have you run back and forth in an attempt not to saturate a game that is largely remembered for other things, but upgrades the remaining ones and gives you more toys to play around with whenever you do engage in it. I had moments here where I enjoyed actual combat as opposed to the fantasy of combat in the original. Furthermore, this approach is more friendly to single-playthrough players, whereas the original is more replayable due to its shorter encounters.

I delay writing about the story because OFF is one of those “you just have to see it” games. Know that the translators remain faithful to the most flavorful eccentricities of the fan translation, while improving on some confusions. The dialogue remains largely unchanged and is still excellent. For how little characters speak, OFF is a game with some of the strongest first and last impressions in the medium when it comes to character writing. New bosses share this quality. It did not need much, but a few added visual touches, like unique sprites for defeated bosses or brand new animations for attacks, add a solid punch of intensity to their character.

A shop menu
All menus receive a grand overhaul

There is a reason why OFF made it to all of us, why it persevered, and aside from its horrorcore presentation or stupendous soundtrack, the undeniable charisma of its cast is the reason why. Many games it inspired have expansive worlds and character storylines, but OFF captured everyone’s imagination with a few powerful words and a quick visual to boot. Zacharie, Judge, and Batter alone are a trio that I have been unable to stop thinking about.

Past that, OFF still feels like an endless well of inspiration. A masterpiece taken for granted. Each zone stuck in my memory like its endless plastic seas, providing me with bottled air to breathe in. Each layer like each zone: more amazing than the last. Yet I am always met with the void. All of us are. Sooner than we expect, maybe, and it is up to us to continue. Many did, and what wonderful worlds they have created.

A sea of white
I’m off to everywhere and nowhere

Whether it is your first time playing OFF or you are trying to recapture a memory, this remake does all it can to do justice to the feelings of wonder, amazement, and terror that captivated hundreds of thousands, if not more, for nearly two decades now. If it led to the creation of some of your favorite games, think of what it can do for you if you let yourself get swept up in it. If you are merely starting to look out for bizarre indie RPGs, there is no better way to start. A home run, if I have ever seen one.

Mateusz played OFF (2025) on PC with a provided review copy.