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to a T

PC Critic Reviews

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73
Metascore
Mixed or Average
positive
13(50%)
mixed
12(46%)
negative
1(4%)
Showing 29 Critic Reviews
May 28, 2025
95
GameBlast
to a T is a love letter to humanity and to the differences that make us so special. Its absurd sense of humor goes hand in hand with this passion for the unique, delivering an experience that makes you grin from ear to ear. It is, without a doubt, a perfect example of why Keita Takahashi’s dreamlike worldview is so beloved around the globe; exploring the T-shaped world of Young, Dog, and company is more than worth it.
May 28, 2025
90
Gamepressure
To a T is one of the strangest, most adorable, most heartwarming games I’ve played in a long time. Through all its absurdities, it has a profound message that will stay with you long after you put the controller down. This is a short, delightful experience that I wouldn’t hesitate to recommend to anyone. It’s nearly impossible to play this game without smiling.
Oct 10, 2025
90
Adventure Game Hotspot
A wonderfully surreal and heartfelt narrative adventure, to a T delightfully reinforces the important message that regardless of our perceived personal limitations, we are all “the perfect shape.”
May 28, 2025
85
Loot Level Chill
To a T may seem like a totally ridiculous video game in concept, but it has a lot of heart, fun exploration, and some seriously catchy songs.
May 28, 2025
82
RPG Fan
All told, to a T maintains the illustrious creative bounty of its director Keita Takahashi and his team at uvula, crafting a lovingly told, fun, wacky, and relentlessly cheeky ode to disabled kids who are in search of their place in the world. It’s clear that it’s a subject that means a lot to the developers, and it’s handled with genuine care, affection, and a wry sense of humour, never punching down or sugarcoating anything to betray its central message: There’s no such thing as “perfect,” and that’s okay. Our imperfections make us who we are.
May 28, 2025
80
TheGamer
To a T is a delightful adventure, and the most accomplished we’ve ever seen Keita Takahashi as a fully-fledged storyteller. He is far more than absurd scenarios and strange mechanics, proving here that he can combine both of these with excellent storytelling that is simple yet effective in its characters, themes, and how it makes us sympathise with different ways of looking at the mundanity of life we might have never considered before. Few games this year have so much heart.
May 28, 2025
80
GamesRadar+
Though it struggles to pace itself evenly due to a short run-time, To a T is a remarkable, life-affirming wonder. Perfectly un-perfect and proud of it, this is a flag waved high for oddballs – and likely to be one of 2025's most memorable games.
May 28, 2025
80
Shacknews
To a T is just the sort of whimsy that one would expect out of a game with Keita Takahashi's name on it. It's wholesome, hilarious, and at times just plain bizarre. This game has all of that, but it's also wrapped in a story that's inspirational to kids and adults alike. The game may not be perfect, because there are some dialogue issues that point to some localization snafus and occasional bugs that forced me to start from a previous save point. With that said, it won't take much to have you singing the main character's praises. He is, after all, the perfect shape.
May 28, 2025
80
Slant Magazine
A more conventional game might have foregrounded Teen’s ability to fly, bending the story into a superhero origin story as an excuse to display their newfound powers. But To a T remains a life sim, lavishing idiosyncratic detail on its ground-level view of the world. Flight is just one stop along a broader, sillier journey that depicts Teen’s growing comfort in their own skin.
May 30, 2025
80
IGN Japan
to a T is the strangest game I have ever played. It starts out as a life simulator of a teen whose body is stuck in a T-pose, but it becomes even weirder as the game progresses. It’s a fascinating story-driven adventure that makes clever use of interaction, but its sandbox exploration is average at best. The message it tries to deliver toward the end felt conventional and shallow, but the journey was so crazy and funny it hardly mattered.
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