$1.09 (−90%)Trolley Problem, Inc. Impossible choices, terrible answers
You pull levers, weigh lives against lives, and defend every decision to a narrator who thinks you are wrong.
Is Trolley Problem, Inc. worth it?
Trolley Problem, Inc. is worth it if…
- you like arguing about impossible questions with friends
- you want a short, sharp narrative game for one evening
- you enjoy dark comedy with a philosophical streak
- you have ever wanted a narrator to judge your morals
- you stream and want a chat that actually participates
Screenshots
Better with an audience
This is a game made for arguing out loud. Play it with friends on the couch and every dilemma becomes a debate: someone insists on saving the five, someone else refuses to touch the lever at all, and then the game reveals how the rest of the world voted and the arguing starts again. It also has full Twitch integration, so your chat can vote on the choices and you get to blame them when it goes badly. Sessions are short and social: one question, two terrible answers, one verdict. It works as a party game precisely because nobody can agree, and the game counts on that.
You versus the Narrator
Whatever you choose, the Narrator has a problem with it. Pull the lever and you killed someone by hand. Leave it and you let five people die while standing next to a lever. The commentary is dry, needling and relentless, and it is the heart of the game: it doubts your logic, pokes at your reasoning and never lets a choice feel clean. Some players find it funny, some find it genuinely unsettling, and both reactions are the point. The voice work and writing carry it, turning a series of questions into a two-hour argument with a voice that will not drop it.
Real philosophy, real receipts
The dilemmas are not invented for the game. Each one is drawn from genuine philosophical papers, complete with references, so when a question about self-driving cars or organ allocation leaves you staring at the screen, you can go read the actual argument behind it. It starts with the classic trolley and escalates from there: bigger stakes, stranger setups, questions that stop feeling like thought experiments and start feeling like the evening news. If a dilemma hooks you, the sources turn a two-hour game into a longer reading list.
How long does it take to finish?
How long does it take to finish?
The story runs about two hours, and some players finish the solo campaign in closer to one. That short length is part of the design: it is a tightly wound experience rather than a long one, and it is built to be replayed with friends, where a second run becomes a debate instead of a solo playthrough.
Do your choices actually change the story?
Choices matter in the sense the game intends: they shape how the narrative unfolds and how the Narrator treats you, and you can compare every answer with the rest of the world. It is a game about the decisions themselves, not about unlocking different endings.
Can you play it solo?
Yes, and the solo campaign is the core experience. The Narrator challenges every decision either way. Playing with others adds the arguing, but the dilemmas and the commentary work on your own too.
Is it actually funny, or just grim?
Both. The comedy is dark and dry, sitting right on top of genuinely heavy questions about life, money and who gets saved. If the idea of a narrator smugly dismantling your moral reasoning sounds entertaining, it delivers. If you want your philosophy gentle, it will not be.
























