On the strange, literary video games of Inpatient Press.
The indie publisher Inpatient Press is doing fascinating, form-breaking work. The small publisher has been putting out fascinating novels, collections, zines and games since 2013.
Inpatient Press is an independent publisher founded in 2013 that produces novels, collections, zines, and video games. Its founder and publisher, Mitch Anzuoni, holds degrees in both computer science and creative writing. The press distinguishes itself by treating books and games as substantial objects rather than mere containers for text or images. Anzuoni’s approach involves deep experimentation with form and distribution methods, such as selling zines through newspaper vending machines. This focus on the materiality of publishing extends to their archival projects, including a reprint of the influential science fiction punk zine Search & Destroy. Inpatient has also published works by notable authors like Samuel R. Delaney and Copi, demonstrating a blend of literary and experimental publishing.
Inpatient Press develops video games designed for readers and literary enthusiasts rather than traditional gamers. Their first game, Small Press Tycoon (2022), is a satirical simulation where players manage a small publishing house, balancing metrics like hipness and quality while printing chapbooks, hosting readings, and signing distribution deals. The game blends humor, critique, and surrealism, reflecting the press’s meta approach to storytelling. Mezzanine (2022) follows as a satirical narrative set in a Y2K-era tech startup called Zentropy, where players explore an empty office to uncover secrets. The game’s design mimics early 2000s multimedia aesthetics, critiquing the trajectory of tech culture. Both games prioritize narrative and thematic depth over traditional gameplay mechanics.
Ex Libris (2026) is Inpatient Press’s most recent game, described as a literary experience set in the mythic Abbey of Theleme during the Middle Ages. Players explore a dark, sunken monastery filled with polygonal characters, firelit chambers, and scattered books written in multiple languages, including ancient and invented ones. The game’s design evokes a hazy, mystical atmosphere with low-resolution graphics and moody music. Players interact with non-player characters like a drunken bookseller or a fortune teller, while uncovering books and scrolls that unlock translations as they progress. The game’s mechanics emphasize understanding languages and texts, with a stat called logos that measures comprehension. The writing draws from literary influences such as Umberto Eco, François Rabelais, and Jorge Luis Borges, creating a fragmented yet interconnected narrative.
Inpatient Press’s games differ from traditional video games by prioritizing literary and aesthetic experiences over competitive gameplay. Unlike games that require players to solve puzzles or achieve objectives, Inpatient’s games encourage exploration and reading as the primary modes of engagement. For example, Ex Libris does not present challenges to overcome or a clear endpoint to reach; instead, it invites players to immerse themselves in the narrative and uncover meaning through interaction. This approach aligns with the experience of reading a novel, where the reader’s pace and interpretation shape the journey. The press’s games are designed to be experienced like literature, with players choosing their own frame of reference and engagement level, rather than being guided by a linear or goal-oriented structure.
Inpatient Press’s games explore themes such as authorship, memory, and the conditions of publication, often blending satire, surrealism, and literary references. *Mezzanine* critiques the excesses and potential pitfalls of tech culture, while *Ex Libris* draws from medieval and literary traditions to create a mystical, fragmented narrative. The games’ writing is described as an amalgamation of influences, including authors like Umberto Eco, François Rabelais, Clark Ashton Smith, and Marguerite Porete. The press’s work also engages with the concept of *lacunae*, or gaps in knowledge or narrative, which players must navigate and interpret. This literary approach sets Inpatient’s games apart from mainstream video games, emphasizing depth, ambiguity, and the reader’s active role in constructing meaning.

