
Game intel
Henry Halfhead
Meet Henry, merely half a head, but with the peculiar ability to possess and control any object within their reach. Discover every object's unique properties a…
Lululu Entertainment’s Henry Halfhead finally has a date: September 16, 2025, on Nintendo Switch, PlayStation 5, and PC. It’ll land at $12.99 with a limited 25% launch discount. Another cute indie with a gimmick? Maybe-but this one looks genuinely playful in the “let me break the simulation a little” way that made games like Untitled Goose Game and Wattam stick. The hook: you’re Henry, an odd little character who can turn into over 250 objects-knives, watering cans, paper planes, vacuum cleaners—and chain their abilities to solve life’s everyday puzzles with mischievous flair.
The premise is simple: each object has a distinct property—slice as a knife, pour as a watering can, glide as a paper plane—and you combine them to nudge Henry through not-so-ordinary daily life. It’s sandwiched between sandbox and light puzzle adventure, with rooms to unlock, alternate solutions to discover, and a narrator riffing on your antics. The studio’s leaning into wholesome humor over gotcha friction, which fits the cozy but clever indie lane that popagenda (the co-publisher behind TOEM, Bugsnax, and Venba) has a sharp eye for.
Co-founder Tim Bürge says the team spent four years building a “ton of playable objects” and refining the story. That timeline tracks; designing 250+ objects that feel distinct is the opposite of copy-paste. The worry with quantity is shallow verbs—30 slightly different switches don’t make a sandbox—but the trailer and feature list imply verbs that combine cleanly: cut, carry, pour, fly, clean, stack. If those layer like a good immersive sim toybox (think micro-scale Breath of the Wild problem solving without the combat), Henry could punch above its weight.
Here’s where my skepticism kicks in. A giant object count only matters if interactions meaningfully overlap. Becoming a toaster is funny once; becoming a toaster to power a lamp that melts ice so you can fold into a paper plane and slip through a vent—that’s the good stuff. Lululu’s pitch talks up alternative solutions, which is exactly what you want to hear. The question is how often the game lets you be clever, not just compliant. I want messy, emergent answers that the narrator playfully acknowledges, not “try both of the two intended objects.”

The narration angle matters too. A reactive narrator can sell a whole vibe—TOEM’s charm lived in how it noticed your small choices. If Henry’s voiceover riffs on your chaos instead of scolding it, the loop stays joyful. Collectible hats and “additional story bits” add flavor, but the staying power will come from how flexible each level is on the second and third pass.
Local co-op is where I see Henry shining. Physicsy toyboxes and shared puzzling thrive when a friend is there to either collaborate or accidentally fling the paper plane into the sink, and both outcomes are fun. The devs explicitly call out “inducing chaos together,” which tells me the systems aren’t brittle. My wishlist for launch: drop-in/drop-out, clear object selection UI so two players aren’t fighting menus, and generous fail states that reset cleanly when (not if) someone knocks the plant off the table for the tenth time.

At $12.99 with an opening discount, Henry Halfhead is positioned as a compact, idea-forward experience rather than a 20-hour collectathon. That’s honest and smart. The multi-platform launch is also notable for a small Swiss team—Switch, PS5, and PC on the same day. On Switch, I’ll be watching for snappy load times between objects and consistent framerates in busy rooms; constant micro-transformations can hammer memory and UI if not tuned. On PS5, DualSense haptics could elevate the gag—feeling the thunk of a stapler versus the flutter of a paper plane is exactly the kind of texture that makes this stuff sing. On PC, remappable controls and clear keyboard shortcuts for rapid object swapping will be key.
Lululu isn’t new to playful design—the team shipped Bamerang in 2021—and they’ve had support from Swiss Game Hub alongside popagenda’s co-publishing. That pedigree lines up with the game’s tone: low-stress, high-whimsy, mechanically tidy. It’s the kind of project that lives or dies on UX polish. With 250+ interactables, onboarding needs to be frictionless: readable prompts, contextual tooltips, and a smart way to favorite frequently used forms.

We’re in a great moment for small-scale sandboxes that respect your time. Between Little Kitty, Big City and the ongoing “cozy but clever” wave, games that invite you to play with systems, not grind them, are winning hearts. Henry Halfhead looks like it belongs in that conversation. If it delivers on alternative solutions and lets co-op get delightfully out of hand, this could be a staple of game-night lineups and a comfort-play on handheld.
Henry Halfhead launches September 16 on Switch, PS5, and PC for $12.99 (with a limited launch discount). Turning into 250+ objects is a great premise—the game just needs those interactions to overlap in creative ways. If local co-op and reactive narration land, this quirky sandbox could be a small, memorable standout.
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