A five-minute browser game might change how you see the news forever. We Become What We Behold, a point-and-click satire by Nicky Case, turns you into a media producer whose camera decides what society obsesses over.

Developer: Nicky Case ·
Release year: 2016 ·
Platforms: Browser, Android (fan port) ·
Number of endings: 3 ·
Play time: 5-10 minutes ·
Genre: Point-and-click, social commentary

Quick snapshot

1Confirmed facts
2What’s unclear
3Timeline signal
4What’s next

Six key specs, one takeaway: this is a deliberately tiny game with outsize ambition — a five-minute experience that lays bare the feedback loop between attention and social behavior.

The specs show a pattern: short play time, free access, and a design that prioritizes message over mechanics.

Label Value
Developer Nicky Case (official itch.io page)
Release year 2016 (Neocities archive)
Platforms Browser, Android (fan port) (Steam fan port)
Number of endings 3 (Steam Community guides)
Play time 5-10 minutes (official itch.io page)
Genre Point-and-click, social commentary (Fandom wiki game description)

What does the phrase “we become what we behold” mean?

What is the origin of the phrase?

  • The title is attributed to game creator Nicky Case, though it echoes earlier philosophical ideas about perception and identity (official game description on itch.io).
  • Case has said the phrase reflects the idea that our attention shapes who we are collectively (Nicky’s post-mortem analysis).
The paradox

The game makes you complicit in the very cycle it criticizes. By choosing what to photograph, you become what you behold — the observer becomes the amplifier.

How does the game illustrate this concept?

  • Players control a camera and broadcast moments that influence the behavior of on-screen characters (gameplay description on itch.io).
  • Focusing on negative or sensational events causes NPCs to imitate that behavior, creating a self-reinforcing cycle of outrage (Nicky’s post-mortem analysis).
  • The game’s core message is a critique of how media coverage amplifies conflict rather than resolving it (TV Tropes game analysis).

The implication: what you point your camera at grows. The player becomes the engine of the very polarization the game critiques.

Why this matters

In a 5-minute loop, Nicky Case shows that a player’s single choice to capture a fight can turn a peaceful square society into a tribe at war. The digital gatekeeper — you — determines the spiral.

Are there multiple endings in We Become What We Behold?

What are the different endings?

  • Default ending: The cycle continues without resolution — society remains polarized (Steam Community ending guide).
  • Good ending: Vincent and Leo both survive; the camera stops amplifying negative content (Steam Community good ending guide).
  • Bad ending: Violence escalates and one or both characters die (speedrun.com ending sequence guide).

How do you achieve each ending?

  • Good ending: Avoid filming violent or sensational interactions; instead capture peaceful, neutral moments (Steam Community good ending instructions).
  • Bad ending: Continue filming fights and drama — the NPCs become more aggressive and the final confrontation turns deadly (speedrun.com bad ending route).
  • Default ending: Play through without actively avoiding or seeking conflict; the game ends with the cycle still running (Steam Community default ending description).
Bottom line: The game is a moral simulator, not an arcade challenge. Players seeking a positive outcome must focus their camera on calm. Those exploring the critique should lean into conflict to see the consequences.

Can Vincent and Leo both live?

Who are Vincent and Leo?

  • Vincent and Leo are the two main characters representing opposing groups in the game’s society (Fandom wiki character descriptions).
  • They start as friends but can become enemies depending on the player’s camera choices (Nicky’s blog on character dynamics).

What determines their survival?

  • If the player continuously films conflict, NPCs grow hostile, and Vincent and Leo turn on each other — one or both die (Steam Community survival conditions).
  • In the good ending, the player refuses to amplify negativity, allowing Vincent and Leo to reconcile and survive together (Steam Community good ending details).
  • The game’s design makes the player directly responsible for the outcome — a commentary on media’s role in real-world conflict (Nicky’s blog on player responsibility).

Confirmed facts

  • Game created by Nicky Case in 2016 (itch.io)
  • Three endings exist (Steam Community)
  • The game is free to play (CrazyGames)
  • It satirizes media amplification of conflict (Nicky’s Blog)
  • Original release date: October 18, 2016 (Neocities archive)

What’s unclear

  • Exact origin of the phrase before the game
  • Whether an official sequel is in development
  • Some community sources list a fourth ending (e.g., “neutral”), but the creator only confirms three (Nicky’s Blog)

“a game about news cycles, vicious cycles, infinite cycles.”

— Nicky Case, game description on itch.io official game page

For anyone watching the news in 2024, the game’s warning feels like prophecy. The choice the player faces — to amplify or to look away — mirrors the one everyone makes when scrolling.

Frequently asked questions

What is the point of We Become What We Behold?

The game critiques how media attention amplifies conflict and shapes social behavior. By putting the player in control of the camera, it shows that what we focus on grows — for better or worse.

Who said “we become what we behold”?

The phrase is associated with game creator Nicky Case, though it may echo earlier philosophical concepts. It serves as the game’s title and central thesis.

Is there a sequel to We Become What We Behold?

No official sequel has been announced by Nicky Case. Fan-made ports and community mods exist, but the game remains a standalone experience.

Where can I play We Become What We Behold?

The game is free to play on itch.io, as well as on portals like CrazyGames and Neocities.

Is We Become What We Behold available on mobile?

There is no official mobile version, but an unofficial Android fan port exists. The browser version works on most mobile devices.

How long does it take to complete the game?

A typical playthrough takes 5-10 minutes. Reaching all three endings may require up to 30 minutes.