You are a dead, failed video game character wandering through the recesses of the Random Access Memory, trying to find peace in the final moments of your existence before being deleted forever......but forget that. The real story is that Continue?
User reviews: Mixed (159 reviews) - 58% of the 159 user reviews for this game are positive.
Release Date: Jan 3, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Continue?9876543210



“It probably takes a certain kind of player to really appreciate how cerebral it is, but for those who can, it’s astounding. I have never had a game evoke the thoughts and feelings that Jason Oda pulled out of me in my time with Continue?9876543210.”
A – Gamertell

About This Game

You are a dead, failed video game character wandering through the recesses of the Random Access Memory, trying to find peace in the final moments of your existence before being deleted forever...

...but forget that. The real story is that Continue? is an existential metaphor that explores the finite nature of existence and the beauty and tyranny of our desires within it.

From the developer:

For fans of cerebral games such as Gone Home, The Novelist, and Papers Please.

This is one of those love it or hate it experimental art games. Regardless of whether you like it or not, I ensure you that it is like nothing you've ever played before. It's less about action and strategy and more about taking an emotional and philosophical journey that allows the player to explore his or her own sense of mortality. You will be very, very confused along the way, but your interpretation of this confusion is what the game is all about. I wouldn't recommend it to anyone who is not looking for something very weird and different. Continue? is for the type of person that appreciates odd, poetic word play, interpretation of the abstract, and existential philosophy.

Some games we play to kill time on a long commute, some we play at home to blow off steam after a hard day’s work, and some games are about escaping into a world more magical than our own. Continue? is meant to be played late at night with some wine or weed, when you're feeling quiet and contemplative.

Everything in Continue? has a deeper meaning behind it. All of the strange places you go to, people you talk to, and scenarios you go through are part of a greater idea that I hope you spend a second or two trying to figure out and interpret...or not. You can also just play the damn thing.

What happens to dead video game characters?

In the garbage dump of the Random Access Memory, you travel from town to town, meeting people who offer you their lightning and their prayer. Lightning clears the way for you to move forward and prayer builds shelters in a distant town where you must frequently hide to avoid being deleted into nothingness by the garbage collector. Along the way, you are thrust into many battle challenges, the outcome of which affects your shelters. There is ultimately, no way to escape the garbage collector, but running from it buys you time to think, wander, contemplate, and hopefully be at peace with the inevitability of your deletion.

Each game randomly assigns you 1 of the 6 characters and 6 of the 11 areas. There is no set order to the stages of the game.


Continue? was inspired by existential road trips into nowhere, Peruvian jungle drugs, and a brush with death while lost in the mountains of New Mexico. It is a quest for wonder, contemplation, and peace.


Continue?9876543210 was independently developed by Jason Oda in 2013. Past projects of notoriety include The Perfect Strangers game ( and Skrillex Quest (

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: 2.0 GHz
    • Memory: 2 GB RAM
    • Graphics: 512 MB of memory
    • Storage: 250 MB available space
    • OS: Mac OS X 10.5
    • Processor: 2.0 GHz RAM
    • Memory: 2 GB RAM
    • Graphics: 512 MB of memory
    • Storage: 250 MB available space
    • OS: Ubuntu Linux 10.10
    • Processor: 2.0 GHz RAM
    • Memory: 2 GB RAM
    • Graphics: 512 MB of memory
    • Storage: 250 MB available space
Helpful customer reviews
1 of 1 people (100%) found this review helpful
7.0 hrs on record
Posted: August 19, 2015
Continue?9876543210 is an interesting game with some potential for frustration. It's somewhat mysterious and pretty good at creating tension while aiming to bring about its philosophical conclusion. We see deliberately low-poly 3D graphics which nevertheless are easily translated into "the world".
The game expects the player to go for several, slightly changing run-throughs, not all of which let the player get to the end. The player is mostly playing on limited time but can sort of recover in mostly unskippable cut-scenes. Will you find the strength to go on or will you find the strength to rest?

+ Nice low-poly design
+ Good music and good atmosphere
+ Special exits
+ Live stories
+ Restarting areas
0 "On the clock"
0 A tad short
- Bad restart method - "Have you tried turning it off and on again?"
- Camera is sort far-sighted
- Fade-ins waste time and make it harder to react
- Controls somewhat lacking
- Incomplete menu with and ambiguous option

The game features a number of modes. There is investigation mode where you run around an area or level, talk to people and gather knowledge which is needed to find an exit from the area and build up shelters, all within a time limit (except for the first level which has slightly different rules). That mode already shows how the camera is sort of far-sighted when giving a perspective view. Enemies will randomly and with increasing ferocity and frequency spawn around you. While the perspective view shows enemies or people in the background pretty well, it's hard to see things in the foreground. This is coupled with the foreground also often going down. So it is possible that you run the avatar towards the foreground/player, run over an edge, be in the air and without control over the avatar while unknowingly steering into an enemy. You have a sword to fight of enemies but to use it effectively you still need to know where enemies are.

Running into an enemy brings you into an action mode of always the same type where you have to fight of a number of enemies approaching you from the air while you play in a 2D brawler fashion, think minimalistic smash brothers. Those fights are easy but time-consuming at first but grow challenging and fast over the levels/investigation areas.
Hint: When jumping and attacking in the air go into the direction the avatar is not looking to make an overhead swing.

Each investigation areas also features up to three other action modes where you are thrown in one of a number of, let's say, mini-games. There are some where you have to find an exit, there are some where you have kill objectives and there is even one where you simply go right.
Action modes mostly offer treasure and performance-based rewards, but failing them results in harsh consequences.

The third mode is a shelter mode where you need to hide from impending doom. It's paramount to have gathered enough shelters or this is where the avatar gets GC'ed.

While cut-scenes offer time for recovery and breaks - they prompt the player before continuing - they are mostly unskippable and it may take you upwards from 30 seconds to get into an investigative area. This is unnerving in connection with the restart feature. You can restart the current investigative area if you feel like you didn't get enough out of it - the game autosaves at the beginning of an investigative area. While the game tells you restarting is an option it doesn't tell you how to realise that option. Instead of clicking the button "Start Over" in the menu and confirming the reset you have to kill the application and restart it, then you are loaded back into the area.
The reset instead means starting the whole run over and losing all progress, not just that of the last area. Imagine my happiness when I found out.

Apart from the "far-sighted camera" problem there is another one with visuals. While investigating you are required to enter houses. When you subsequently leave them the main area fades in, i.e. the world is turned back on before you can see clearly. While you can remember positions of enemies or people and interact with them blindly you are more likely to run into a problematic situation all while running out of time.

Action modes have a number of control problems. First off, navigation is sometimes hard because you don't always know which things you can pass over and which things present an obstacle.
Then, I often felt like I couldn't turn fast enough with incoming enemies. When trying to stab enemies you sometimes only hit when your sword is at or near full extension. So despite facing the enemy and presenting good points they will hit you anyway, reduce your performance and hinder progress in the meta-game.
Specifically the last and fix action mode where you need to turn and jump had me failing jumps multiple times because "up" is somehow not available when being pressed while changing directions. And yes, I specifically bought a keyboard where ghosting doesn't happen when only two keys are pressed.

I found the gathering of knowledge surprisingly fun, the random life stories are effective towards the game's philosophical goal and I enjoyed the special exits you can find. Even though I played through the game with "full points" I have yet to see some parts of the game.
If you're not immediately put off by its graphical style, I'd say give this a go. With all the little short-comings listed above, I, maybe not highly but securely, recommend Continue?9876543210. Even with its relative shortness of six captivating hours its price tag compares well against the average movie.

"Oh little town
shelter me"
Was this review helpful? Yes No Funny
675 of 882 people (77%) found this review helpful
2.3 hrs on record
Posted: January 3, 2014
Before we continue we must ask ourselves: what is an experience? Not what is a game, because that is almost too broad to bother trying to put into words. But what is an experience? What is something you enjoy experiencing?

I cannot define this for all of you. An experience changes for each person- it is a variable that makes each person who they are.

Continue?9876543210 (wow that was fun to type out on the keyboard, I slid my finger down the number keys like some sort of badass) is definitely an experience. Whether it is a good one or a bad one is up to you. I personally felt like it made me think a lot about my life and what I take out of it, but I personally do not feel that much of the game other than the thought it provokes lives up to the price I paid for it, even at this discounted price of 8 dollars I paid for it. I personally think thinking should be free. What should be paid for is how the developer makes you think- either through visuals or audio or even story and gameplay.

The gameplay in this game is very basic. You run around and talk to people who usually just jabber on about strange things, but sometimes they open doors for you, and sometimes they sell you things. You are able to choose "lightning" or "prayer" when you enter these doors, and what these mean are up to the player to interpet, but what they do is either randomly spawn lightning to clear the path ahead or spawn a house in a town that is crucial to survive the later stages of the game. After 45 seconds to a minute though, garbage collection or something similar runs and takes you down to play a combat based minigame. After too many of these though, your game ends- but progressing to the next area resets this. So you are in a battle against time to progress to each area.

This gameplay sounds fine, but it is very repetitive. I was about to quit and take a break after the third one of these, but then I realized that there is no save feature in the game- the point is to play the game in one sitting it seems. And so I druged on (and how fitting to relate to the plot of the game), hoping the game wouldn't be TOO much of this. While the gameplay is unique and quirky, after the 3rd or 4th time through, it just gets old.

The music and the graphics are fitting to the theme of the game, but leave much to be desired. I found the graphics and music just plain boring to look at and listen to, and while there are some flashy scenes and very well done graphical choices during cutscenes, the levels look somewhat all the same in exception to a few that look amazing (the level where you're chasing down your reflections in the sea comes to mind) and in the end I just grew tired of it all very quickly.

It's very ironic that a game where you have to find peace with yourself grows harder and harder to get through. I found myself getting very bored with this game very quickly. But it's not about the game right? It's about the experience!

Well that my friends, I do not think is worth my 8 dollars. While it made me begin to think, I feel the game ITSELF did not make me think but rather the themes of it did. I apologize if that may be a mouthful, but it is hard to describe a game like this into words. In simpler terms, I feel like I could have just poked around the website of and gotten the same feelings I did instead of playing the game. And for that, I do not give it my personal reccomendation.

But experiences change for everyone. Who knows? Maybe you will enjoy it more than I did.
Was this review helpful? Yes No Funny
189 of 234 people (81%) found this review helpful
2.5 hrs on record
Posted: January 3, 2014
A rich experience focused on the inevitable. You follow your main character's journey on the acceptance of his deletion by traveling and consulting with the inhabitants of other locales moments before their Garbage Collection. You have two primary options when speaking with the villagers, lightning or prayers. Lightning will help you escape the current level, or access secret areas that will aid you achieve your closure. Prayers will create a shelter based in your own town, which will protect the player from the deletion storm - literally lightning that deletes objects. Your ultimate goal is to survive long enough so the main character accepts his fate. The attitude at the time of their deletion depends on which villages you have been to, how many, and any "secret" areas you have been to which includes objects from your past and present.

The combat is fairly varied, but not overly complex. It does require skill, and this is certainly not a game you can skate by on without thinking what you are doing. To receive lightning or prayers from certain people, you might need to remember a fact about the town said by another villager. The combat can vary from side-scrolling challenges, to zelda-esque dungeon crawling, to arena "kill-house" style challenges. Depending how well you do can give you bonus lightning or keys which open doors in the villages, which allow you to speak to more villagers. I would advise against those who think the combat itself is the only reason to get the game- you will be dissapointed.

In addition to the combat and memorization, the skill of time-management is needed as well. Each village only has a certain amount of time before it's expiration. You have to prioritize what you need done. This is indicated by a countdown timer in the upper-right, once it hits zero there is a "stage" of degradation (Which varies how many there are by village). You will then enter a random combat scenario. Upon completion, you will return to the village which will have become slightly more hostile. Deletion monsters will roam the village which will delay you in your quest for shelter and closure.

It's an emotional ride that is open to your own interpretation. It does a grim subject matter well and was emotionally captivating enough to tug me along. And for that I am thankful.

Edit: Just would like to clarify on something some reviewers seem to have missed (Even though it's in the instructions). This game does have an auto-save feature each time you load a new area.
Was this review helpful? Yes No Funny
256 of 360 people (71%) found this review helpful
35 people found this review funny
3.0 hrs on record
Posted: January 16, 2014
Continue?9876543210 is a remarkable milestone in the history of gaming: the videogame equivalent of Vogon poetry.
Was this review helpful? Yes No Funny
162 of 233 people (70%) found this review helpful
1 person found this review funny
1.3 hrs on record
Posted: January 4, 2014
I'm a sucker for the TRON-like digital afterlife concept. So I went into C?9-0 eagerly expecting a deep, affecting experience. And for the first five or ten minutes, it seemed like it just might deliver on that...

Sadly, it very quickly descends into a qurky, poorly designed pile of...bits. Instead of feeling like a solid, well-thought out game, it feels more like an overly ambitious Digipen student project. The biggest problem is, you're thrust into a bizarre, abstract world without any sort of guidance.

"DEAREST FRIEND, YOU WILL BE CONFUSED AT FIRST, BUT BE BRAVE, IN TIME YOU WILL UNDERSTAND.", the game assures in a large, ubiquitous, fatiguing-to-read typeface. Part of me wonders if this line was a lampshade put in at the 11th hour of development to assuage confused newcomers.

I've spent more time than I'd care asking myself "what the hell is going on?!". Given the concept, this MAY be a conscious choice by the developer, since you're no longer in a 'game' and you're figuring it out as you go along just like the main character, Maggie. But as a player here in meatspace, I still need some sort of graceful introduction to the concepts.

Like, what the hell is 'Foo'? Apparently it's money. It says 0/5 RAM on the status bar. What does that mean? Oh, now I'm suddenly sucked into a Zelda-like overhead persective and attacking chattering teeth? Whoa, now I'm in a platform section where I have unexpectedly acquired a jump key, slaying more chattering teeth. Aaaand now I'm back to the Indian trailer park, talking to Juggalos.


To be fair, there IS a clumsy, minimal in-game manual to ham-fistedly explain some of this stuff, if you deicde to "spoil the mystery". And the more you bang your head against the wall, things begin to slowly connect together.

Unfortunately once you begin to weave together a vague notion of what's going on, you begin to realize that the core gameplay is not nearly as complex or interesting as you'd hoped. As an outsider, this has been an incredibly frustrating, confusing experience. Abstract concepts are great, but they need a clean and well-thought out game design to prop it up, more than most.

It's clear from other reviews that some players got a lot more out of this game, and I'm sure if I magically "got it" from the outset like they apparently did, I'd probably like it more, too. But as it currently stands, I'm confused as hell, and -- the bigger tragedy -- I feel no overwhelming desire to invest more time into understanding it further. In some ways, that's a worse failure than my benchmark for bitter mediocrity, "Thirty Flights of Loving". At least I was compelled to finish THAT, such as it was. But also, like that game, reviewers attributed to it a great weight of intellectual complexity that, frankly, I had a hard time giving it credit for.

Save your rupees, gang, and simply enjoy the lovely developer-provided screenshots. Imagine a great game built around those images and know that the game you have imagined probably DOES exist somwhere, out there, in-between the bytes of your computer's RAM.
Was this review helpful? Yes No Funny