Everything is a simulation game developed by the artist David O'Reilly through Unity. It was released for the PlayStation 4 with the Windows and Mac versions releasing exactly a month after.
This existential experience provides examples of:
- 100% Completion: There are a total of 1391 Things you can collect and control in the game. Once you fill out the list, the game shows a message to "STOP PLAYING" and the Things menu shows your completion percent as "EVERYTHING".
- Although the audio clips are not counted in the list of Things, it's necessary to find all of the clips to make all of the Things available to find in the maps.
- Acid-Trip Dimension: Ascending above the galaxy level or below the microscopic level leads to a quantum hyperspace of abstract shapes and kaleidoscopic camera effects. There's also the Golden Gate, a psychedelic hellscape of anxious thoughts, misplaced technology, glitches and paradoxes. Its two planes contain each other all the way down, so the only way to leave is to literally clear your mind by erasing every Thought you've collected.
- Alien Landmass: Players can visit alien worlds with purple grass, green skies, and giant fungi in the shape of trees, among other things.
- Attack of the 50-Foot Whatever: Late in the game, you gain the ability to make your current Thing change size at will. Combine this with the ability to change into any Thing you've collected, and never before has the "Whatever" part fit so well.
- Contemplate Our Navels: Throughout the game, the player can listen to audio clips of presentations by Alan Watts on the nature of existence. Combined with the opportunity to let the game play itself, the player can choose to kick back and listen to the speeches.
- Eldritch Location: A late-game area could certainly qualify: the Golden Gate consists of random Things from all different scales of the universe, which have attempted to enter the Gate in order to achieve their desires but have become trapped and bitter.
- Indie Game: Developed and published by David O'Reilly (though PLAYISM published the game in Japan).
- Interface Screw: The area mentioned under Eldritch Location interferes with certain functions to reinforce its hopeless atmosphere: while in the Golden Gate, you can't open the Things menu, and trying to Ascend back out causes the game to show messages such as "You will be here forever." The only way to leave this realm is to empty your mind of all collected Thoughts.
- Last Lousy Point: The planetary areas have a lot of empty space between Things compared to the other scales, which makes finding new Things (particularly in the Satellite and Space Probe categories) difficult to locate. Repeatedly choosing "Restart Area" from the pause menu to respawn as a random Thing in the map can help, if you're lucky.
- Madness Mantra: Some of the Thoughts you find in the subatomic plane can be this."1+1 = 1+1 = 1+1 = 1+1= 1+1 =..."
- New Skill as Reward: Experiencing more of the game gradually unlocks new abilities, such as changing size and making duplicates.
- Recursive Reality: One of the Things in the game is the Everything Game, which is a computer workstation that displays the player's current game view on the monitor.
- Shapeshifter Mode Lock: A downplayed example where once you become a new Thing, you need to move around or otherwise interact with the world for a time before you're allowed to swap to a new Thing. Later in the game, this restriction is removed.
- Simulation Game: Each map is an arrangement of Things, with animate ones wandering the map according to their own logic. You can even leave the controls alone for a few seconds to let the game play itself.
- Stylistic Suck: The animation for living Things is nonexistent, as if their models have no rigging whatsoever. Insects wobble side to side while their legs remain stationary, and larger land-bound creatures somersault wherever they go.
- Wrap Around: While not easy to notice at first, almost every map in the game has a finite area and wraps around in all directions, with galaxy interiors being the only exception. It's easier to notice if you play as a massive Thing and then travel in a straight line, and pay attention to how the arrangement of other Things and the terrain repeat.