The game is set in the late 1990s and follows Atma and his girlfriend Raya, who live in a suburban area in Indonesia, as they explore their newly attained magical abilities and deal with supernatural powers that threaten their existence.
The release was initially planned for 2020 but was delayed due to allegations of a publisher taking advantage of Mojiken Studio and Toge Productions.
[4] Throughout the game, the player can move left or right and can interact with people, objects, and animals by directing Atma to walk or run toward them.
[5][6] Most of the game is at a slow pace and involves exploring the town, talking with people, and picking up objects to move them through point-and-click gameplay to solve puzzles.
[5] Through the powers of a red book that Atma finds, he gains the ability to "space dive" into people's minds and help fix their problems through puzzles that the player completes.
Solving the puzzles during the space dive can affect the person's point of view and help them deal with their trauma, which allows the player to continue the story.
[8] Atma and his girlfriend Raya, high school students in an Indonesian suburban city, create a bucket list of activities and start by watching a movie.
Atma dreams of writing a story with a young girl named Nirmala, who gives him a red book that allows him to "space dive" and enter people's minds.
During their cinema outing, Raya reveals her reality-altering powers, creating a world based on the film Cat Wonderland.
When Atma attempts to space dive into her mind, Raya destroys the book and summons a meteor to crash into the city.
Atma space dives into Raya's mind and learns of her abusive father and that the story he and Nirmala wrote was an allegory for her life.
If the player completes all the items on the bucket list, a post-credits scene shows Raya visiting the spot where Atma died, leaving a bouquet and the space diving book.
Dimas Novan Delfiano, Mojiken Studio member and game director for A Space for the Unbound, started development on the title in 2015.
[9][10] Dimas wanted to create a game set in an Indonesian high school from a young age and was inspired by the concept of an "anime pilgrimage," where people travel to compare real-life locations to their anime-depicted counterparts.
[20][21] The conflict was resolved when a joint agreement was reached between Toge Productions, Mojiken Studio, PQube Games, and Chorus Worldwide.
[35] Reviewers provided positive critical reception upon the game's release for its visuals and setting, which contains "subtle but effective" references to Indonesian culture.
[37] Eurogamer's Chris Tapsell found the game's setting successful in its portrayal of both universal experiences and Indonesian culture as well as its confluence of mundane and familiar activities with paranormal and fantastical phenomena.
[5][7] RPGFan's Audra Bowling felt that the game succeeded in blending both despair and anxiety with themes of hope and healing, and that it could help players see their lives from a new perspective.
[31] Piero Serra from Adventure Gamers considered the first few hours of the game confusing for Atma's contradictory interactions with other characters, although the main objective to relocate Raya and side quests in the bucket list provided direction to progress the story.
[3][40] Rebekah Valentine of IGN perceived this confusion positively, as the "sense of underlying mystery" urges the player to continue playing to uncover the plot.