Sarawak Reviews
A short literary mystery game set in Oxford and Borneo
App ID | 1249430 |
App Type | GAME |
Developers | Cowleyfornia Studios |
Publishers | Cowleyfornia Studios |
Categories | Single-player, Steam Achievements, Steam Cloud |
Genres | Indie, Adventure |
Release Date | 27 Jan, 2021 |
Platforms | Windows, Mac, Linux |
Supported Languages | English |

22 Total Reviews
19 Positive Reviews
3 Negative Reviews
Mostly Positive Score
Sarawak has garnered a total of 22 reviews, with 19 positive reviews and 3 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Sarawak over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
195 minutes
If you’re looking for a story-driven mystery with plenty of intrigue and fun, give this one a go.
👍 : 1 |
😃 : 0
Positive
Playtime:
96 minutes
Less choice-based and more of a linear story with interactive illustrations, like an elevated pop-up book
👍 : 0 |
😃 : 0
Positive
Playtime:
76 minutes
A short but sweet puzzle/mystery game that is set in England and Malaysia. It is a very short story but I found it entertaining. Dialogue was enjoyable as was the music. I do wish that there was more depth to the characters - it felt very rushed. Overall, for the price I am pleased.
👍 : 1 |
😃 : 1
Positive
Playtime:
157 minutes
I played A Case of Distrust, and this is somehow similar. Mild catching story (a dime novel), mild interaction and elegant, minimal graphic. I can be a player also without this game, it adds nothing to my collection. Why did I buy it? If we had a neutral review, this would be my vote at a first approach. Another question: if we have developed, through decades of programming, adventures that were, several years ago, simple text adventures and nowadays, wonderful pnc games, what is the goal of such a title like Sarawak? Is this supposed to be a new genre? OK, I can agree but that is not my type. Is it an experiment? OK, good approach, thumb up. It is a pnc adventure? Thumb down. Well, after this explanation, I'll vote it as a kind of interactive literature, so thumb up. Please comment if you agree.
👍 : 0 |
😃 : 0
Positive
Playtime:
79 minutes
Spoiler Warning!
Total Rating 6/10
The execution could have been better. It has gripping storyline but greatly underutilized; redundant character identity for example the MC occupation was not utilized for any specific scenes. Each of the puzzle are redundant and some are repetitive . They provide you with the illusion of choice with no apparent penalty for making the wrong choice in other words the storyline are linear. Love the music tho. Authentic Dayak Music 10/10
👍 : 2 |
😃 : 0
Positive
Playtime:
268 minutes
Great game for a cozy afternoon. You could probably finish it in under 2 hours (I spent a lot of time idling and achievement hunting). I enjoyed the story and thought the ending did it justice. My only complaint is the lack of bgm throughout the game. There's only a few instances where you get actual music, but not where it mattered.
👍 : 5 |
😃 : 0
Positive
Playtime:
158 minutes
It's a nice game, but could be better. Art is nice, like the kind of minimal illustrations you might see in magazines, editorials, or graphic design stuff. The puzzles were simple, but nothing to write home about.
The game experience involves parallax scrolling, point-and-click, and hidden objects - elements that made it feel more like a game you'd play on your tablet or phone, not on PC. There are dialogue trees, but repeating chapters doesn't really yield new information. It's just an illusion of choice, the game clearly has a linear narrative that leads you to similar (if not the same) conclusions no matter which choices you make. I was a little frustrated with this.
I would have liked to have seen more divergent, creative consequences. For example, acting like a jerk to the pink-haired lady in the museum might result in her thwarting your efforts by throwing an extra puzzle at you. Something like that would have been interesting to see, but that didn't happen. No matter how you act towards the pink-haired lady, she helps you no matter what.
The other big complaint has to be the lack of music in this game. There is so little music in this game, I actually stopped to check my audio several times to see if it was actually working (and it was).
It's really strange to me that there couldn't be some thematic background music or ambient in most of the locations. Or when there's a really emotional point in the story (of which there are several, and ALL of them are SILENT). Music can really enhance the narration, and I think this is the game's biggest flaw. It is an emotional story, but the only thing you hear are the sounds of your mouse clicking.
👍 : 7 |
😃 : 0
Negative
Playtime:
182 minutes
As a Sarawakian living in Sarawak, I can't really recommend this game. Although the story starts off interesting, I feel like the second half of the story (the portion when you're in Sarawak) is quite weak. Perhaps I might be too strict on this game, but it takes a lot of liberties regarding Sarawak that it comes off as quite unbelievable (though the first half of game also did have its fictional moments).
Almost all of the locations used in Sarawak aren't real, which I can understand as there can be a lot of issues that come with using real places. Its more of the tone/feel of the setting as well as the accuracy of certain laws the same touches upon- in real life, this character would've gotten the death penalty for his crimes while in the game, a measly few years in jail is treated like a big deal. Furthermore, the whole gecko sideplot was just odd- I find it highly unlikely the main character (MC) would've been able to smuggle a live animal through multiple immigration checkpoints all the way to Sarawak.
Although the game is called Sarawak, most of the situations take place in the capital, Kuching, which is understandable, and yet there were no cat motifs or graphics used. Sure, there was the Square Tower, the Astana and the State Assembly, but Kuching is "the city of cats" and there was no cat images to be seen. The game also makes it feel as if Sarawak is its own thing- it fails to mention that Sarawak is merely a state within Malaysia. You could honestly change the location to anywhere else, it wouldn't matter to the story at all. It really does feel like a stranger's view on Sarawak.
These aren't the only gripes I have about the game. The ending is very underwhelming, as everything is explained directly to the MC at the end of the story, and the credits immediately begin rolling after a big decision in the epilogue. I don't expect my choices in the game to matter considering the game reads like a novel but the epilogue was definitely disappointing.
The audio quality in the game is also quite bad when there was any audio at all. Although Sarawakian music was used in the main screen, the audio just blasts in your ear- chuck the file into any audio editing program and it would hit all the way to the max/red levels. Otherwise, most of the game is just silent, which can be a hit or miss. I personally think that it could've been improved with some more atmospheric sounds or music in more places.
Not everything in this game is bad though. I enjoyed the aesthetic of the game; it really makes you feel as if you're reading a novel such as the way you scroll down. I liked the mechanics of interacting with objects in the images to solve puzzles, reminiscent to hidden object style games. I just think perhaps this story is too grandiose and the style of writing could've shone better with a smaller-scale story.
👍 : 15 |
😃 : 3
Negative
Playtime:
200 minutes
I love almost everything about this game, but it seems to me that they're charging full price for something that isn't finished. The story just kind of stops. It's more like a proof of concept than a game.
👍 : 5 |
😃 : 1
Negative
Playtime:
173 minutes
[I]Sarawak[/I] is an interactive e-short story that is simply enjoyable to read/play. The story is captivating and eloquently written, the puzzles are organic and varied, and the art is minimalistic and stylish. It’s a piece of e-literature/game that deserves attention from readers and adventure gamers alike.
As a short story, [I]Sarawak[/I] is easy to pick up to read, and hard to put down. I found myself quickly invested in the protagonist’s quest to unravel a mystery that brings her from Oxford, England to Kuching in Sarawak, Malaysia. The accompanying artwork – with its strong lines, bold colours, and atmospheric shadows – gives this modern tale a classy, romantic feel. I could totally see [I]Sarawak[/I] as a graphic novel if it weren’t in this format.
You will need to interact with some illustrations to progress with the story, forming the foundation of the game’s puzzles. As with many adventure games, [I]Sarawak[/I]’s rationale for having a collection of puzzles for you to solve is pretty contrived. Yet, it’s refreshing and commendable that the puzzles make sense within the story and are not difficult to solve. Because of that, the light gameplay never affected the brisk pacing of the story.
My biggest problem with [I]Sarawak[/I] is that it’s short. I finished it in under 3 hours even with revisiting a few chapters to unlock achievements and explore other in-game decisions. The latter sadly has little impact on plot development or outcome, making [I]Sarawak[/I] a rather linear experience overall. The story is engaging thankfully, so however brief it may be it’s still entertaining at the very least.
Still, there were spots where the writers could have further developed and evolved character relationships, and have given readers/players the chance to discover – rather than be told – information. Even the epilogue, which I deemed fleeting, would have benefitted from having an extra paragraph or two to resolve emotions. Maybe this was due to limited development resources and/or challenges in integrating meaningful puzzles into the story, but they were truly missed opportunities that could have made [I]Sarawak[/I] even better.
Nevertheless, [I]Sarawak[/I]’s brevity is by no means a deal breaker; it’s simply a shame that it didn’t tell more story. The writing is so great and the puzzles are so well-designed that I just wanted more. Despite my criticism of its length, I really enjoyed [I]Sarawak[/I] and highly recommend it to readers/gamers who want something quick to read/play for a few hours.
👍 : 5 |
😃 : 0
Positive