[6] The game received multiple awards and is praised positively for its concept, story and art design but criticized for its platforming elements.
[4] Unlike traditional platformer games, which involve overcoming obstacles and defeating enemies, Never Alone rewards players with collectible "cultural insights", short videos of Iñupiaq elders, storytellers, and community members sharing their stories.
[9] The central plot is set in the harsh physical environment of Alaskan snowy plains and revolves around discovering the source of the blizzard that has ravaged Nuna's village and restoring balance to nature.
[4] Never Alone was developed by Upper One Games in conjunction with writer Ishmael Hope, a storyteller and poet of Iñupiaq and Tlingit heritage,[11][12] and the Cook Inlet Tribal Council,[10] a non-profit organization that works with indigenous groups living in Alaska's urban areas.
[8] The Council partnered with video game education company E-Line Media and generated the idea for Never Alone as part of a series that "shares, celebrates, and extends [indigenous] culture".
[8] E-Line Creative Director Sean Vesce was excited by the opportunity to "go into a community, learn more about a culture and then try to infuse their values and mythologies into a game".
Vesce and his team made "a dozen trips to Alaska"[13] to meet with community members and gather stories and imagery and was "blown away at the richness and beauty and depth of that storytelling tradition".
[8] Vesce built and led a 12-member development team in Seattle, who worked in deep partnership with "40 Alaska Native elders, storytellers and community members" to craft the game.
The included documentary videos were also remarked upon as "[leaving the player] feeling educated as well as entertained"[33] and "[doing] an excellent job of giving a cultural context"[24] for the game.