Neverway – Living in São Paulo is Horrible

Key Takeaways

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  • The blog shares Victor Hidalgos personal story about feeling demotivated and overwhelmed in Sao Paulo, experiencing a panic attack at work, and how these events led him to make significant life changes.
  • The blog introduces Neverway, an upcoming game with impressive art direction and immersive elements that resonate with Hidalgo due to its themes of mental health struggles and character development.
  • The blog describes some unique gameplay features in Neverway, such as the grappling hook mechanic and the games blend of life sim, action RPG, and horror elements.
  • The blog encourages readers to wishlist Neverway on Steam for its upcoming release later this year.

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As Camarada Hidalgo on Twitch and YouTube, I’m Victor Hidalgo, a journalist and author. I’ve often felt demotivated, especially living in a city like Sao Paulo. I remember waking up before dawn to spend three hours on buses and subways to reach a job where I felt unappreciated. Back then, I lived in Itaquera, in the East Zone, and the commute was overwhelming: sharing a confined space with so many people, their sweat mingling with mine in that “metal worm” cutting through the city. The noise, the smells, vendors selling trinkets, and the ever-present threat of violence. It was sickening to see security guards beating workers and ignoring harassment on the platform. I often felt like giving up, convinced that life was just suffering.

One day, at that job far from home, the company’s server wiped out a bunch of customer email accounts with no backup. As part of the tech support team, I had to handle all the angry calls. Then one call pushed me over the edge. A man threatened to kill me over something that wasn’t my fault, and he knew the office’s location. I’d tried everything to fix the issue, but my bosses were indifferent. The caller’s frustration turned into pure rage. I was only around nineteen, and I wasn’t ready for that level of aggression. My heart raced, a cold sweat broke out, and my left arm started shaking uncontrollably. I thought I was having a heart attack, but it was just a panic attack.

I took a six-month leave after that incident. When I returned, the company threatened to fire me, but never did. With tears in my eyes, I went to my boss’s office and quit without notice. That decision saved my life. I grabbed my thermos and left. Before taking the subway at Se, I paused for a coffee to reflect on what had happened and consider my next steps. My future looked bleak—drowning in college debt and now unemployed. But as I boarded the red line to Itaquera, the carriage was empty, an unheard-of phenomenon, even on the calmest days. Exhausted, my mind began to wander, spinning an awake dream. I imagined the train stopping at a nonexistent station in an impossible Sao Paulo location, filled with weird angles, twisted figures, and a crazy-colored sky. I let my thoughts run wild. That day, I made the call that changed my life: I switched universities, discovered my passion for writing in journalism, and found lifelong friends. It’s this place my mind goes to whenever I’m feeling low, right before the anxiety and panic attacks kick in. But life goes on. That was just the beginning.

This experience bears a striking resemblance to the opening of Neverway, an upcoming game, which is perhaps why it resonated with me so deeply. I’m not Fiona, the main character, but I recognize her experience. She loses her job because of mental health struggles, and then her relationship falls apart. From the start, her crumbling bedroom visually represents her mental state; I understood that implicitly. The game’s art direction is seriously impressive, among the best in its genre. It resembles concept art seen on social media, but it’s part of a real, immersive game. Everything about it exudes charisma and attention to detail. The work of Pedro Medeiros, the artist behind Celeste and Towerfall, is particularly striking. Even simple actions, like kicking a can on the street, enhance the immersive experience.

The scenes are almost entirely black and white, with colors shifting according to the environment. Objects that can be interacted with are highlighted with color, making it easier to spot resources during tasks without disrupting the artistic style. Since the main character also has colored elements, the developers will likely explain this design choice further. Early on, you can chat with certain characters. One woman offered me easy money, which I accepted. She thanked me immediately, though it probably won’t matter much later. These early interactions may foreshadow what’s to come. The developers nailed the characters’ speech mannerisms in Neverway. Though not fully voiced, the game incorporates vocal effects that enhance the experience, unlike Stardew Valley, where repetitive sounds can become grating. As the Steam page indicates, Neverway blends life sim, action RPG, and horror elements. Disturbing events begin early. One night, while riding the metro home from work, the protagonist sits next to a woman and starts chatting. Then, some of the seats morph into grotesque human forms before quickly reverting to normal. The woman says, “It’s not just a dream anymore,” and moves to another car.

I always resist following a game’s instructions, preferring to explore and uncover secrets. So, when I noticed a Ferro Bar stuck on the train door in Neverway, I immediately tried to remove it. After some effort, I succeeded, and a dark shadow emerged from the door and vanished. Success! My first weapon, like most horror game protagonists. Feeling pleased, I moved to the next carriage, but things quickly spiraled out of control. A woman threw herself into a black hole where part of the carriage should have been, and creatures poured out of the darkness, attacking me relentlessly. My metal bar proved inadequate, and I was quickly overwhelmed. I woke up on the carriage floor. The door opened as if nothing had happened, and I carried on. Was it all just a dream?

A New Journey Begins in Horror-Themed Farming Sim Neverway by Disasterpeace

Now, let me tell you about my new beginning on a far-off island. I named it Peruibe, which seemed perfect. Those familiar with Peruibe will understand the reference. I haven’t explored the soundtrack extensively, but what I’ve heard creates the right atmosphere. Disasterpeace, known for Fe and Hyper Light Drifter, composed the music. The development team is made up of top indie talent. A demo is available, and an in-game simulation lets you test other mechanics and combat. The grappling hook is a particularly fun and useful tool, reminiscent of Goof Troop. Would Sekiro be similarly playful? After defeating Griffith in the simulation, my brief experience with Neverway ended. Although I’ve sampled many horror-themed farming simulators, Neverway truly resonated with me. I’m excited for its full release later this year, which will follow Fiona as she begins her new life after a difficult prologue. Who knows what awaits her? Add Neverway to your Steam wishlist: https://store.steampowered.com/app/2318330/Neverway.


Specification
Official NameNeverway
Brief SummaryAfter quitting her dead-end job, Fiona starts over on a farm and becomes the immortal herald of a dead god. Make friends, fight through horrors and pay your debt in this nightmarish life sim RPG.
PlatformsLinux, PC (Microsoft Windows), Mac, Nintendo Switch
ReleasedOctober 1, 2026
GenreRole-playing (RPG), Adventure, Indie
Play ModesSingle player
LanguagesEnglish, Japanese
GenreColdblood
GenreOutersloth, Coldblood

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