Rue Valley Review

In 1993, Groundhog Day came out and has since been a cult classic due to its portrayal of a man eternally trapped in a 24-hour time loop. The imaginative premise became perfect video game material due to how it creates a bottle-world that relies on routine reacting to a player’s actions that reset at the end of the day.

Great examples of “Groundhog Day-likes” include The Legend of Zelda: Majora’s Mask, which trapped a young Link in a three-day timeloop where the end of the world was always looming at the end of every cycle. There is no shortage of games like this. Titles like Slay the Princess, Shadow of Destiny, Deathloop, and Returnal use loops as a gameplay and storytelling element. 

What if you took the personality RPG elements from Disco Elysium and dropped them into a timeloop narrative? What if instead of three days, or one day… You had only 47 minutes? A lot can go down in the middle of nowhere. Find out what, in our Rue Valley review!

Rue Valley
Developer: Emotion Spark Studio
Publisher: Owlcat Games
Platforms: PC, Nintendo Switch, Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5 (reviewed)
Release Date: November 11, 2025
Price: $29.99

Eugene Harrow is a poor bastard, trapped in Rue Valley. Like a gut-shot coyote looking for a place to die, only a judge and a sweater-vested quack decided he wasn’t allowed to check out just yet. Court-ordered exile. A crumbling motel squatting on the cracked lip of the American nowhere, neon sign flickering like a dying pulse: RUE VALLEY. Length of stay: forever.

Eugene’s therapy at a shabby old motel leads him to be trapped in a 47-minute time loop. Surrounded by quirky locals, each hiding their own struggles and secrets, he must face mental hurdles, form connections, and test different choices to uncover the mystery of the loop and finally escape. The story emphasizes themes of self-discovery, resilience, memory, consequence, and mental health, all wrapped in a Disco Elysium-like package, but without all the commie gobbledegook. 

The rigid 47-minute time loop resets from a therapy session to a cataclysmic sky event, limiting exploration to a handful of locations, like a motel, bar, gas station, and roadblock. It creates a claustrophobic, repetitive rhythm where progress stems from retained knowledge across loops via a memory graph spawning “intentions”. 

The RPG elements borrow loosely from Disco Elysium’s personality system, using three spectrums. You distribute points to unlock traits like “paranoid” or “dramatic” that influence dialogue and interjections, with temporary status effects like anxiety boosting, sensitivity, or drunkenness, increasing extroversion. The points allocated at the start only impact the game’s opening moments since Eugene is too flexible for his own good. 

It seems deep at first, but these mechanics are binary, shallow, and often repetitive, missing the richness of Disco Elysium’s talkative skills. The visible dice-roll checks, thought cabinet for lasting ideological shifts, and clothing or inventory modifiers that meaningfully impact failures, inner monologues, and world reactions made it feel like a genuine role-playing experience. The stakes in Rue Valley are inconsequential, and ultimately, Eugene is very modular. 

Each loop begins with Harrow in his therapist’s chair at 8:00 PM and resets dramatically when the sky erupts at 8:47 PM, regardless of the actions taken, whether due to failure, death, or the completion of objectives. Knowledge, memories, and unlocked abilities carry over across loops, enabling a trial-and-error approach to experimentation.

Eugene might get shot, burned alive in a car crash, or just let the timer run out; either way, he ends up back in the chair, throat aching, but armed with every secret he uncovered in the last round. The only thing that makes it through the reset is what the protagonist and the player remember.

Testing different dialogue choices, item uses, or timings without lasting repercussions is exactly the kind of Phil Connors-sim you’d hope for. It’s a structure that emphasizes strategic planning under semi-time pressure. Only interactions consume minutes via driving, cutscenes, or conversations, forcing prioritization of leads, such as tailing a character or smashing a car window to alter events. Time only moves when you do something substantial. Idling around won’t tick the clock. 

Eugene’s mindspace serves as the progression hub, mapping relationships, insights, and events across loops to spawn quasi-quests like investigations. This can be anything from a car crash or a resident’s feud. Activating them demands inspiration or willpower points earned through exploration, conversations, or mental health improvements, unlocking deeper memories, new dialogue keywords, and puzzle solutions. Think of it as “active therapy”. 

Rue Valley‘s concept is a novel take on blending CRPG-style choices with adventure gameplay, but make no mistake; this is not an RPG. The initial intrigue of the scenario is gripping at first, but as Eugene starts solving mysteries and the seams of the mechanics become more apparent, much of the magic is lost. 

Worse yet, Rue Valley‘s story runs out of steam roughly around the mid-way point. It’s around this time that it completely drops any pretenses of being an RPG at all and becomes more like a very linear visual novel. There must have been much larger ambitions for the story and ways to interact, given how quickly things are introduced, wrapped up, and then discarded. You can tell where plot points were originally envisioned to be greater than the sum of their parts. 

While the second half of the game is disappointing, at least the visuals are consistently striking. The art style borrows some of the loose and frantic, illustrative brushstrokes and slightly exaggerated proportions from Disco Elsyium, but it also seems to crib a bit from those Spider-Verse animated movies. There is liberal use of comic tone, comic fonts, cheeky use of flat shapes, and color-splitting effects, which represent Eugene’s fractured psyche. 

Rue Valley is a mixed bag. Its strongest moments are getting to grips with Eugene’s situation, learning the character’s routines, and the initial sense of mystery and intrigue. Regretfully, it doesn’t stick to landing due to a rough and utterly boring final stretch. If you want an RPG, you aren’t really going to get one here. 

Rue Valley was reviewed on PlayStation 5 using a code provided by Owlcat Games. Additional information about Niche Gamer’s review/ethics policy is here. Rue Valley is now available for PC (via STEAM), Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, and Nintendo Switch. 

, ,

The Verdict: 6

The Good

  • Stylish, illustrative art style
  • Good voice acting
  • Palpable sense of mystery, urgency, and intrigue
  • The time loop mechanics don't waste your time

The Bad

  • The range of choices are not as fleshed out as they could be
  • Midway through the story, the game railroads itself and gives up the adventuring gameplay
  • Most of the substories don't commit to the greater arc of the main story
  • Despite how it may appear, this is not an RPG

About

A youth destined for damnation.


Where'd our comments go? Subscribe to become a member to get commenting access and true free speech!