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In defence of quiet games

In defence of quiet games

July 23, 2026 · Markus Vogel

There's a whole category of game that asks almost nothing of you except attention, and I've come to love it. Driftwood Hollow is my current example — you restore a sleepy coastal village and the loudest thing that happens is the tide.

These games work because they lower your heart rate instead of raising it. After a loud day, a slow puzzle or a gentle exploration game is better medicine than another twitchy shooter.

They're also surprisingly hard to make. Without challenge or spectacle, the art, sound, and small discoveries have to carry everything. When it works, it really works.

If your library is all adrenaline, try adding one quiet game. You might find it's the one you reach for most.

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