Skip to content

Bury me, my Love

2019

A text-message story about a Syrian couple separated by migration and uncertainty.

Ages 16+PC, Console, and Mobile

MeaningfulnessLoweditorial ↘
You play
Players read messages, choose responses, and guide Nour's route from afar while coping with partial information and delayed consequences.
Why it may be useful
Because everything reaches you as a text message, you feel the gap between what is happening to Nour and what you can know about it, which is the point the game makes. It is one invented, reporting-based story, so no fact about policy or law carries over.
Used in teaching
1 documented case ↓ UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP)
Keep in mind
This should be read as a documented-fiction perspective and a remote-care narrative, not as a universal account of refugee experience.

Get the game

Not your thing? See similar games →

In depth

Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →

What the game is

Bury me, my Love is a story told entirely through a messaging app. You are Majd, a Syrian man who has stayed behind, and your wife Nour has left to try to reach Europe. The screen is a chat window: her messages arrive, you pick a reply, and photos, links, and emoji come and go the way they would on a real phone.

The Pixel Hunt made it with ARTE France and Figs, and PID Games publishes the PC and console versions. It is also on phones, where ARTE presents it as interactive fiction designed for mobile. It is short, cheap, and single-player, in English, French, Italian, German, and Spanish. Nour can pass through around fifty places and the story has nineteen different endings. It is documented fiction: the writers built it from reporting, including a Le Monde article by Lucie Soullier following a Syrian woman's route to Germany.

What you actually do

You read, and you choose what to say. Each of Nour's messages ends with two or three possible replies: reassure her, push her toward the safer route, tell her the truth about money at home, make a joke. Some choices are only tone. Others change where she goes next, which smuggler she trusts, which border she tries. You never see her. Everything you know arrives as text from someone frightened, tired, and sometimes not telling you everything. The tension is that you are advising from a thousand miles away with worse information than she has, and the game rarely tells you whether a choice was right until much later.

What it exercises

  • Judges a decision made with incomplete and delayed information
  • Reads tone in a written message and answers it
  • Traces how a small choice changes an outcome many scenes later
  • Separates a documented account from a general claim about a group
  • Weighs what support offered from a distance can and cannot do

Why we rate it Low Worksheet score 40 / 100

  1. FitHow much real knowledge or skill does the play itself make you use?45weight 45%

    Fit lands at 45. The format does the work: because everything reaches you as a message, you feel the gap between what is happening to Nour and what you can know about it, which is exactly the point the game is making, and nothing is lectured. It is not higher because a fair number of replies change tone only, so some of the sense of agency is illusion.

  2. TransferWill what you practise here work outside the game?42weight 30%

    Transfer sits at 42. Spending hours advising someone through a border crossing changes how you read a news report about migration afterward, because the abstraction now has a person attached to it. What does not carry over is fact: this is one invented couple built from reporting, and the game does not teach the politics, the law, or the geography of the routes.

  3. PracticeDoes the game make you use that skill again and again, as it gets harder?30weight 25%

    Practice is the weakest dimension at 30. Nineteen endings and around fifty places mean a second playthrough genuinely differs, and the game is short enough that replaying is realistic, with each run repeating the act of judging under bad information many times over. What stops it climbing higher is that replaying can turn a serious story into an optimization puzzle rather than a lived choice.

Where it has been used in teaching

Documented cases of this game being used with learners. Each one links to its source.

  • CourseUNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP) · Secondary school · 2019

    UNESCO MGIEP's Games for Learning team built an interactive course, 'Bury me, my Love: Identity in Crisis,' around the game for students aged 14 to 18, covering migration, home, and identity; the course was completed in July 2019 and piloted with 200 learners.

    Bury Me My Love: A Game-Based Course on Identity in Crisis ↗

What the evidence says

Practice-backedNo published study, but people who answer for the outcome use it: schools, clinics, museums, research labs.

The level is Practice-backed. The Steam, Nintendo, and ARTE pages, checked in August 2026, confirm the developers, the release, the price, the five languages, the messaging interface, the roughly fifty locations and nineteen endings, and the stated basis in journalism. That says nothing about what playing does to a person. What lifts the level is documented educational use: UNESCO's Mahatma Gandhi Institute of Education for Peace and Sustainable Development built an interactive course around the game for students aged fourteen to eighteen, covering migration, home, and identity, and piloted it with 200 learners in 2019. No study measures learning or attitude change directly. The case still rests mainly on what the messaging format forces a player to do: decide with partial, delayed information.

Editorial assessment - not a measured scientific effect.

Fit
45/100
Transfer
42/100
Practice
30/100

Why it makes the cut

PASS - Its phone-message structure still delivers a recognizable game-like choice experience.

Practice-backed

Practice-backed: UNESCO's education arm built and piloted a game-based course on identity and migration around it with 200 secondary students, though no study measures what playing does to a player.

Player reception source

Steam ↗ · 89 English reviews · Checked 2026-08-24

Platforms & access

Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.

Single-player only on the verified routes.

The central interaction is text-message reading and response selection.

Current PC availability is directly verified on Steam. Current Switch availability and language support are directly verified on Nintendo. ARTE's product page continues to present the game as a reality-inspired interactive fiction designed for mobile phones.

Steam currently verifies interface support for the listed locales. Full audio is captured only where Steam explicitly marks it; subtitle coverage remains unknown unless a platform source states it separately.

Age guidance
Ages 16+
Topics
History & society
Play styles
Single-player, Narrative
Tags
Messaging narrative · Uncertainty · Remote care

The messaging format makes the gap between what you know and what is happening to Nour felt rather than explained, but many replies only change tone, and replaying for every ending can turn something serious into a puzzle.