A downloadable visual novel for Windows, macOS, and Linux

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After you died, I wasn't sure what to do with myself. The world lost its color, nothing seemed right. Even now, I haven’t found a way forward.

My heart is empty, my feelings left long ago.

Your memory is all that's left…

Submission for NaNoRenO 2019

Watercress is an international game developer and publisher consisting of approximately 50 members, with nearly 25 members participating on this project.  this was for you. is our fifth NaNoRenO release, and our 9th published game.  

this was for you. features:

  • Nearly 8000 words
  • Voiced dialogue
  • Interactive
  • 100% in-house soundtrack and art
  • Optional E-mails

PlatformsWindows, macOS, Linux
Rated 3.8 out of 5 stars
(8 total ratings)
GenreVisual Novel
Made withRen'Py
Tags2D, Atmospheric, Dark, drama, First-Person, Narrative, Short, Singleplayer, Story Rich
Average sessionA few hours
InputsKeyboard, Mouse
LinksPatreon, Twitter, Homepage, Soundtrack


Download NowName your own price

Click download now to get access to the following files:

ThisWasForYou-1.3-linux.tar.bz2 328 MB
Version 1
ThisWasForYou-1.3-mac.zip 323 MB
Version 1
ThisWasForYou-1.3-win.zip 324 MB
Version 1

Development log


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(2 edits)

The main character is ungrateful asshole, who has lots of people who support them, but they don't care about said people. I say it as a person who experinced grief of losing a loved one and who has close online friend with whom I have never met in person.

That twist with the bot was expected by me. I just thought that it would take darker turn, where the main character would learn about the twist only after deleting it, consequently deeply regretting it

Linux version, please

Heard you loud and clear, I'll shoot this over to the programming department immediately!

~Wolf, Watercress Studio Director/CEO

Hello Nitonise, we’ve updated the builds and have added a separate Linux package. Let us know if you encounter any issues!

Is that ending for real? The story was good, but it just ended so abrupt, it almost felt broken.  I'll try a playthrough one more time and see if i can't get something different, cause why would there be a choice if it's the same outcome either way.

We wanted to keep the ending relatively open, so the only difference in ending should be whether or not the voicemail plays after the credits. We're currently bugfixing for this, as it currently doesn't do this.

The ending is pretty abrupt, and that was mostly a stylistic choice on our end. It was pretty risky, but we wanted to tell a story that wasn't in the standard storytelling format, so it doesn't exactly have an end you would expect from most games. We definitely went for the idea of experiencing the real world, where things often don't wrap up cleanly and nicely. Sometimes, shitty stuff just happens, and people are left to pick up the pieces - or not.

Thanks for playing the game, I hope it was enjoyable even if the ending wasn't what you expected!

Tristan "Wolf" Barber, Watercress Studio Director/CEO

Thanks for the reply. I did like it actually, I just thought maybe something wasn't working right when regardless of which choice I made at the end, both just made the credits roll and bring up the main screen afterwards. 

But assuming that was what you intended (had I not gotten an answer), I would have been left thinking 'i guess choices don't always matter, as life goes on either way'.

Last question, did you draw any influence from the missing Malasya flight, or was that just coincidence?

Last sidenote, I fully expected Cheshire to end up being a remote player, possibly the missing girl or a friend. Like the whole time MC assumed it was just an NPC. 

Anyway, good story, will check out more of your stuff. Any recommendations?