A Japanese hikikomori released a game after 6 years of development [video]

Game and Reception

  • Commenters praise the video as “refreshing” and the developer as charming with unexpectedly strong English.
  • The game is described as a quirky, “Home Alone”-style concept; some buy it on Steam and are curious to watch its Early Access evolution.
  • A TV documentary about the same developer is mentioned as worth watching.

Definitions: Hikikomori, Shut-ins, NEET

  • Multiple participants debate the meaning of “hikikomori” versus “shut-in” and “NEET.”
  • One narrower view equates shut-ins with total non-participation and “nothing happening” in life.
  • Others push back, citing the broader clinical-style criteria (staying home almost all the time, avoiding social situations, significant impairment for >6 months, no obvious other cause).
  • NEET is noted as different: not working or studying, but often still socially active; hikikomori implies severe social withdrawal.
  • Some point out that someone developing and releasing a game can still be a hikikomori.

Remote Life, Technology, and Isolation

  • One line of discussion calls it “neat” that modern tech allows people to live, work, shop, and get healthcare without leaving their room.
  • Others see this as dystopian or “horrifying,” a step toward VR-escapist futures.
  • Debate over whether remote work and online-only life are healthy: some remote workers with almost no offline contact identify as shut-ins and are content.
  • Critics argue this normalizes pathology and enables a perpetual-adolescence lifestyle.

Human Needs, Mental Health, and the Outdoors

  • Several argue humans are inherently social; zero in‑person interaction and never going outside is said to be unsustainable for mental health.
  • Others strongly disagree, reporting genuine preference for solitude, indoor life, and even thriving during strict COVID lockdowns.
  • Some describe severe anxiety and sensory overload that make going outside or interacting feel unbearably painful.
  • There is disagreement on whether “everyone eventually suffers” from isolation.

Social, Demographic, and Ethical Concerns

  • One thread worries about shut-ins’ low rates of procreation and downstream effects on pensions and support ratios.
  • Others counter that:
    • Declining fertility is widespread, not just among shut-ins.
    • “Breeding” should not be equated with societal contribution.
    • Endless population and productivity growth is ecologically unsustainable; some argue population shrinkage is necessary given resource overuse (Earth Overshoot Day is cited), while others dispute overshoot or emphasize lifestyle change instead.
  • There is broad recognition that transitioning to a smaller population without severe suffering is an unsolved problem.

Parenting and Extreme Withdrawal

  • A parent (later deleting details) describes a teen who has effectively shut in, triggering state pressure over missed schooling.
  • Responses:
    • Strong suggestions to seek professional mental health help (depression, anxiety, autism/ADHD are mentioned as possibilities).
    • Emphasis that games may be a coping mechanism, not the root problem; simply removing them could be harmful.
    • Others argue that some boundary-setting (e.g., limiting games, pushing small steps outside the comfort zone) can be necessary, drawing analogies to structured inpatient treatment.
    • There is moral disagreement: some see cutting access to beloved activities as cruel; others see non-intervention as condemning the child to lifelong dependence.
    • Several highlight how hard it is to get appropriate psychiatric support and accommodations; truancy laws can clash with severe anxiety or withdrawal.
    • Suggestions include home education, gradual skill-building (e.g., small creative projects like simple games), and building trust-based, collaborative plans with the child.
    • A few share personal stories of extreme withdrawal in youth followed by partial recovery through therapy and family support.

City vs. Forest Hermitage

  • Some fantasize about hermit life in forests with decent internet instead of cities; others reply that cities provide essential services and comfort that wilderness cannot easily match.
  • Arguments note that humans historically lived in communities, not isolated cabins, even if not in modern cities.

Culture and Media References

  • “Welcome to the N.H.K.” (novel/anime about a hikikomori making a game) is repeatedly referenced as thematically similar.
  • Opinions vary: some say it still holds up as a nuanced depiction of depression, anxiety, and mutual “rescue”; others think it has dated elements (fan service, incel-like protagonist), though it doesn’t endorse those attitudes.
  • Broader points raised:
    • Japan’s hikikomori phenomenon gets outsized global attention despite low NEET rates compared to some Western countries.
    • Explanations include Japan’s strong conformity norms, and its deliberate export of subcultures (anime, “Cool Japan”), contrasted with China’s more controlled public image.