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Everything (video game)

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Developer(s)David OReilly
Publisher(s)Double Fine Productions
Programmer(s)Damien Quartz
Composer(s)Ben Lukas Boysen & Sebastian Plano
Platform(s)Microsoft Windows, macOS, PlayStation 4, Linux, Nintendo Switch
  • PlayStation 4
  • March 21, 2017
  • Windows, macOS
  • April 21, 2017
  • Linux
  • April 28, 2017
  • Nintendo Switch
  • January 10, 2019
Genre(s)Simulation, god game

Everything is a simulation game developed by artist David OReilly. It was released for the PlayStation 4 on March 21, 2017, for Microsoft Windows and macOS on April 21, 2017, and for Linux on April 28, 2017. A Nintendo Switch version of the game was released on January 10, 2019.[1] It was released in Japan on February 13, 2020.[2] The player takes control of various lifeforms and inanimate objects, exploring the manually generated world and finding new things to control. Everything features quotations from philosopher Alan Watts and has no clear goal aside from occupying more objects within the game.

The game was a primary influence for the climax of the 2022 comedy-drama film Everything Everywhere All at Once.[3]


The player takes the form of any object and can interact with other objects, creating unique behaviors.

Everything is a simulation game where the player can explore a generated universe and control various objects. The player starts as one of many moving creatures.[4] Initially, the player can shift control to any creature or object smaller than the currently occupied one. The scale of gameplay expands or contracts accordingly. Eventually the player can only shift into smaller parts of matter, down to the sub-atomic level, after which the game then allows the player to shift to larger objects. From this point, the player can take forms that include landmasses, planets, and whole star systems. As the player moves and shifts forms, other creatures or objects speak.[5] The game uses many levels of existence, representing different length scales, which the player can move between while shifting into different objects.[6]

When a player bonds with a form for the first time, by moving or singing, that object is added to an in-game encyclopedia catalogued by type. At any time, the player can shift to any previously inhabited form, though this form will be scaled appropriately to the current scale the player is at. Taking the form of a planet in the middle of a street will produce a miniature-sized planet. A goal is to complete this encyclopedia and occupy all available objects.[7] Throughout the game, quotes from philosopher Alan Watts are presented.[5] Once the encyclopedia is complete, a New Game Plus-type mode is unlocked, but starting from any random object.[4]


OReilly and Quartz
Everything uses very simple movement animations, such as having creatures roll instead of walk.

Everything was developed by Irish artist David OReilly. He previously had developed the game Mountain, in which players have limited interactions with a virtual mountain.[8] Mountain had been developed using the Unity game engine, which OReilly had to learn. As he worked with it, he saw the potential about representing nature with real-time systems within Unity, forming part of the inspiration for Everything.[4]

The game was published by Double Fine Productions, which had also published Mountain. In the initial announcement, OReilly described the game as "about the things we see, their relationships, and their points of view. In this context, things are how we separate reality so we can understand it and talk about it with each other".[8] He also considered Everything to be a continuation of themes he had introduced in Mountain.[9][5] Later, OReilly described his hope for players: "I want Everything to make people feel better about being alive. Not as an escape or distraction, or arbitrary frustration, but something you would leave and see the world in a new light."[10] Beside the ideas of Watts, OReilly said that Everything's approach and narrative includes Eastern philosophy, continental philosophy, and stoicism.[4]

The game was developed by a three-person team, including Damien Quartz, who had assisted OReilly in programming Mountain.[11] With the small team on an experimental game, several simplifications were made. For example, creatures do not have walk cycles but instead simply roll to move. OReilly said such decisions, while breaking the reality of the game are "the most interesting solution to particular problems in order to create a totality" for the work.[4][12][6] Additionally, OReilly considered how these animations were similar to the work done in early days of classical animation, where artists attempted to animate a wide range of objects.[13] The game's idle auto-play mode captured OReilly's idea that nature occurs independently of any human intervention.[4]


Polygon reviewed the game favorably, noting that it is a "magical playpen of being, rather than doing", while also pointing out its confusing, contradictory nature.[29]

An 11-minute trailer, featuring a voice-over by British philosopher Alan Watts, won the Jury Prize at the 2017 Vienna Independent Shorts film festival in May 2017. Due to this, it was on the long list for consideration for the Academy Award for Best Animated Short Film at the 90th Academy Awards, making it the first video game trailer to qualify for the Oscars.[30][31] Eurogamer ranked the game 37th of the "Top 50 Games of 2017",[32] and Polygon ranked it ninth of the 50 best games of 2017.[33]

The game won the award for "Most Innovative" at the Games for Change Awards,[34] and was nominated for "Best Indie Game" at the Golden Joystick Awards,[35] and for the Off-Broadway Award for Best Indie Game at the New York Game Awards 2018.[36] It was nominated for the "Innovation Award" at the 18th Annual Game Developers Choice Awards,[37][38] for the "D.I.C.E. Sprite Award" at the 21st Annual D.I.C.E. Awards,[39] and for "Game, Special Class" at the 17th Annual National Academy of Video Game Trade Reviewers Awards.[40][41] Polygon named the game among the decade's best.[42]

In popular culture[edit]

The game was one of the primary influences for a climatic scene in the 2022 comedy-drama film Everything Everywhere All at Once, specifically the parallel universe in which the protagonist Evelyn Wang and her daughter Jobu Tupaki are rocks.[3]


  1. ^ Frank, Allegra (2019-01-03). "Everything (the game) is heading to Switch". Polygon. Retrieved 2019-01-04.
  2. ^ "Everything". Nintendo Japan. Retrieved February 18, 2020.
  3. ^ a b Lee, Chris (April 13, 2022). "Daniels Unpack the Everything Bagel of Influences Behind Everything Everywhere All at Once". Vulture. Retrieved April 17, 2022.
  4. ^ a b c d e f Parton, Will (March 31, 2017). "A Short Conversation About 'Everything' with Creator David OReilly". Glixel. Archived from the original on April 3, 2017. Retrieved April 2, 2017.
  5. ^ a b c Farokhmanesh, Megan (March 21, 2017). "A video game about being everything is less stressful than it sounds". The Verge. Retrieved March 21, 2017.
  6. ^ a b Pavlus, John (April 5, 2016). "A Video Game About The Secret Lives Of Everything In The Universe". Fast Company. Retrieved March 21, 2017.
  7. ^ Parkin, Simon (March 21, 2017). "Everything is the most ambitious catalogue of things ever committed to a video game". Eurogamer. Retrieved March 21, 2017.
  8. ^ a b Muncy, Jake (March 10, 2016). "In the New Game Everything, You Can Be, Well, Everything". Wired. Retrieved March 21, 2017.
  9. ^ Meija, Ozzie (March 8, 2016). "Double Fine explores Everything with the creator of Mountain". Shacknews. Retrieved March 21, 2017.
  10. ^ Coulture, Joel (January 25, 2017). "Road to the IGF: David O'Reilly's Everything". Gamasutra. Retrieved March 21, 2017.
  11. ^ Cone, Justin (July 14, 2014). "David O'Reilly: Mountain Q&A". Motiongrapher. Retrieved April 3, 2017.
  12. ^ Rossignol, Derrick (March 21, 2017). "Play as a ladybug or a traffic cone in 'Everything'". Engadget. Retrieved March 21, 2017.
  13. ^ Francis, Bryant (April 21, 2017). "How Everything connects the arts of animation and game design". Gamasutra. Retrieved April 21, 2017.
  14. ^ "EVERYTHING for PlayStation 4 Reviews". Metacritic. CBS Interactive. Retrieved September 20, 2019.
  15. ^ "EVERYTHING for PC Reviews". Metacritic. CBS Interactive. Retrieved September 20, 2019.
  16. ^ "Everything for Switch Reviews". Metacritic. CBS Interactive. Retrieved September 20, 2019.
  17. ^ Campbell, Colin (21 March 2017). "Everything review". Polygon. Retrieved 23 October 2021.
  18. ^ Brewster, Kat (24 March 2017). "Everything review: a joyfully expansive dream of a game". The Guardian. Retrieved 23 October 2021.
  19. ^ Kelly, Andy (27 April 2017). "Everything review". PC Gamer. Retrieved 23 October 2021.
  20. ^ Clark, Justin (21 March 2017). "Everything Review". GameSpot. Retrieved 23 October 2021.
  21. ^ Barker, Sammy (21 March 2017). "Everything Review (PS4)". Push Square. Retrieved 23 October 2021.
  22. ^ Reseigh-Lincoln, Dom (14 January 2019). "Everything Review (Switch eShop)". Nintendo Life. Retrieved 23 October 2021.
  23. ^ Tolentino, Josh (20 March 2017). "Review: Everything". Destructoid. Retrieved 23 October 2021.
  24. ^ Gwaltney, Javy (23 March 2017). "Everything Review - Sublime Exploration". Game Informer. Retrieved 23 October 2021.
  25. ^ Bell, Alice (19 April 2017). "Everything Review". VideoGamer.com. Retrieved 23 October 2021.
  26. ^ Orme, Cody (24 April 2017). "Everything Review". Computer Games Magazine. Retrieved 23 October 2021.
  27. ^ Zawodniak, Matthew (31 January 2019). "Everything (Switch) Review". Nintendo World Report. Retrieved 23 October 2021.
  28. ^ Schaefer, Emma (10 January 2019). "Everything review". Electronic Gaming Monthly. Retrieved 23 October 2021.
  29. ^ Campbell, Colin (March 21, 2017). "Everything review". Polygon. Retrieved April 13, 2017.
  30. ^ Riendeau, Danielle. "First Oscar-Qualifying Game Allows You to be 'Everything,' Even Poop". Vice.
  31. ^ Matulef, Jeffrey (June 7, 2017). "Everything has the first video game trailer eligible for an Academy Award". Eurogamer. Retrieved June 7, 2017.
  32. ^ Eurogamer staff (December 27, 2017). "Eurogamer's Top 50 Games of 2017: 40-31". Eurogamer. Retrieved December 30, 2017.
  33. ^ Polygon staff (December 18, 2017). "The 50 best games of 2017". Polygon. Retrieved February 13, 2018.
  34. ^ Crecente, Brian (August 1, 2017). "Game Based on 'Walden' Takes Top Honors at Games for Change Awards". Glixel. Archived from the original on March 19, 2018. Retrieved March 19, 2018.
  35. ^ Gaito, Eri (November 13, 2017). "Golden Joystick Awards 2017 Nominees". Best In Slot. Retrieved January 12, 2018.
  36. ^ Whitney, Kayla (January 25, 2018). "Complete list of winners of the New York Game Awards 2018". AXS. Retrieved January 27, 2018.
  37. ^ Gamasutra staff (January 5, 2018). "Breath of the Wild & Horizon Zero Dawn lead GDC 2018 Choice Awards nominees!". Gamasutra. Retrieved January 12, 2018.
  38. ^ Makuch, Eddie (March 22, 2018). "Legend Of Zelda: Breath Of The Wild Wins Another Game Of The Year Award". GameSpot. Retrieved March 22, 2018.
  39. ^ Makuch, Eddie (January 14, 2018). "Game Of The Year Nominees Announced For DICE Awards". GameSpot. Retrieved January 20, 2018.
  40. ^ "Nominee List for 2017". National Academy of Video Game Trade Reviewers. February 9, 2018. Archived from the original on February 15, 2018. Retrieved February 19, 2018.
  41. ^ "Horizon wins 7; Mario GOTY". National Academy of Video Game Trade Reviewers. March 13, 2018. Archived from the original on March 14, 2018. Retrieved March 15, 2018.
  42. ^ "The 100 best games of the decade (2010–2019): 50–11". Polygon. November 4, 2019. Retrieved November 9, 2019.

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