
Initial release date: October 7, 2024
Developer: Popcannibal
Genres: Indie game, Casual game, Life simulation game, Simulation Game, Massively Multiplayer
Platforms: Microsoft Windows, Linux, macOS, Mac operating systems
Engine: Unity
Publisher: Popcannibal
Series: Kind Words
A paper airplane lands at my feet, with a note inside that reads, “Even through everything that has happened… I never stopped loving you.” Kind Words 2 is full with heartwarming and floating words like this, written by other players and flung into the winds for you to discover. If you’re allergic to vulnerability, or find sweetness or the “wholesome” game trend difficult to accept, you’ve definitely already turned away. But if your heart is open, even just a little, and you have a strong desire to peep through the holes in the internet to find a small realm of shared humanity, Kind Words 2 can show you a glimpse of that warm and welcome world.
It’s a simple world of cozy and colorful dioramas that you can explore as a big-eyed avatar wearing charming spectacles or baggy tracksuit bottoms. Yes, there is a fashion boutique with a limited selection of clothing. And your own home (a small room with a window and a writing desk) can be customized with things and decorations received as presents from other players. However, this is not the type of game where you should focus on your character’s beauty. It’s more about the act of writing to someone.
There are many ways to communicate. The act of sitting at your writing desk and responding to “requests” will be familiar to first-time Kind Words players. These are short cards written by another player, perhaps regretting recent breakups or complaining about an obnoxious family member. You type out a response to these and send it. Alternatively, you can express your own concern as a prompt and wait for the advise and sympathy to come in.
But this is the most basic of back-and-forths. There’s also a store that specializes in asking for recommendations. What’s some good Spanish-language music? (Anna Tijoux). What should I do on the web during my lunch break? (Scrambled maps). Outside, you can scribble a sad or funny message on one of those paper airplanes and send it into the ether. Or you can have a fragmentary “chat” with other avatars on the street, which is more comparable to snail mail than a real chatroom (the wandering characters are not directly controlled by other players, but rather represent them).

I sent a letter in which I expressed my concerns about a recent failed relocation plan (an apartment I was supposed to move into fell through). I received three comments, two of which were pleasant to hear but did not significantly affect my feelings. The third one, however, made me feel better because the response came from someone in a similar situation to myself. Sometimes all it takes is to be shown that you are not alone. This is something that Kind Words 2 does a lot.
There are additional sites to share your ideas. There’s a hot spring where people trade wisdom. And a notice board that merely requests cat descriptions. There’s an open mic café where you may write poetry or listen to others’ free verse (similar to Comedy Night but without the horrible offensiveness). One unusual feature is the Wiggling Void, a large blobby monster that will simply eat your words without recording or sharing them.

A bench at the summit of a mountain allows you to stare at the stars and make a wish. This location had a special emotional impact on me. It was moving to sit here for a moment, listening to the game’s lo-fi sounds and reading people’s desires. They aim for a stable employment, a healthier body, and more pets. People overwhelmingly desire connection, including friendships, family, and romantic relationships. Given that personal connections are increasingly recognized as the foundation for a happy existence, it stands to reason that loneliness is the leading cause of pain.
In this and other ways, Kind Words 2 evokes a wide range of emotions. It’s like taking a hot bath in other people’s feelings. Inevitably, some of your own may arrive sweating. It’s both cathartic and transitory, reminiscent of Thoraya’s feelings-first vox pop videos. I’d call it therapeutic, but I don’t want to prescribe this game as a replacement for genuine human interaction and support, even if it is a soothing balm. Much of the connection and release offered here is still better experienced in the real world, by talking to strangers or confiding in real friends (which is comforting, because Kind Words 2 will eventually lose its playerbase, which hopefully will not happen anytime soon).
It also raises concerns about “toxic positivity”. It’s clear that some components of the game are ecstatically euphoric, as if by design. All of the haircuts are named “great,” “happy,” “desirable,” or “neato”; there are no “meh” hairstyles here. Every day, a “pop-up” stand in the plaza asks a simple question to those who assemble there. A recent one was: “Pumpkin spice latte. What is its place in the world?” which made me question whether the creators intentionally chose moderate and uncontroversial issues (pineapple on pizza did not make the cut). This is consistent with the concept of a space created to prevent conflict and nastiness. After all, the game is called “Kind Words 2” rather than “Reddit 2.”

Despite the fact that the framework feels almost repressively good, it would be unfair to suggest that it is toxic. The notes you receive are frequently full of hurt or trouble. People share thoughts about violence or traumatic memories. Many communications are not solved problems (at least not by you); they can be expressions of anxiety, fear, rejection, loss, and friendlessness. If you choose to respond to these with a constant positive attitude (“Don’t worry! Everything is actually okay and good!”), it may not be truly helpful. But, in my experience, most responses are along the lines of: “That sucks, me too lol.”
In other words, your suggestions and prompts may feel beneficial in the near term. I battled for years to distinguish between “personal” and “private” thoughts. It still happens on occasion. But I’m starting to realize that revealing a chaotic part of your brain is also a form of social glue. This is merely another opportunity to practice the habit of sheepish self-revelation. It feels fantastic to throw paper airplanes! Even if doing it in real life is healthier.

Regarding the responses you receive, it’s simple to mock the truisms and cliches that come most easily to individuals when asked to sympathize with others. (“It will all work out!”… “Plenty more fish in the sea!”) And some of the responses you receive may feel staged. However, it is difficult to determine the author’s level of authenticity from behind an avatar. If you can give them the benefit of the doubt, even a cliché can be endearing. And I say this as someone who despises clichés yet has experienced their value directly.
Approximately 22 years ago, I was sitting near a shop on a downtown street, feeling unhappy and invisible. My friends seemed to have vanished, and despair was on the doorstep. As people passed, a woman in a sari smiled and looked me in the eyes. She said, “It’s not the end of the world.” And then she vanished into the streets. She was a stranger, and all she said was a basic, everyday remark of encouragement. If I recall correctly, it even annoyed me a little. Why was she fucking happy?

And yet… The spell of grief was shattered. Her words were enough to make me realize that I had been noticed and observed, and that not every passer-by was unaware of my misery. I got up and carried on with my day. We sometimes believe that relationships with people must be long-term in order to be significant. Years later, I still remember this odd woman who smiled at me on a gray day. I saw her for less than five seconds.
Relationships are more than just the people with whom we drink pumpkin spice lattes, work, go to the movies, or plan road trips. The narrative you share with a train conductor, the mini-rant about the local council you have with a fellow dog walker, and even (heaven forbid) the blue joke you get from a taxi driver all have significance. Kind Words 2 is not about making friends (it admits this when it asks you not to identify yourself). It’s not even about community, as every live service game seemed to want to be for its own sake. It’s as simple as passing someone on the street, noticing their pain, and assuring them it’s not the end of the world.
Review Overview
Gameplay: 78%
Controls: 85%
Aesthetics: 92%
Content: 80%
Accessibility: 88%
Value: 83%
Overall: 84%
SOUL-SOOTHING VIBES!
Summary:
“Kind Words 2 [Lofi City Pop]” offers a nice, soothing experience focused on connection and kindness. Its gameplay is straightforward but profound, enabling users to exchange insightful words with others in a safe, virtual environment. The controls are fluid and easy to use, and the game’s visual design shines through with soft, lo-fi aesthetics and a comfortable, nostalgic city-pop vibe. Despite the lack of traditional material, the unique social aspect and relaxing soundtrack make it a heartwarming retreat ideal for anybody seeking calm and positivity.