An empathetic game about a "familiar" who is searching for his witch in a society that despises his kind.
The main feature is the dialogue system in which the player chooses how the main character will respond. Each dialogue choice builds the world that the characters are living in, and it's probably because the characters are not just providing exposition for what is going on; they speak as if their lives are driven by these circumstances. The player can walk up to anyone he comes across, with some events actually triggering a dialogue scene.
While there's not a whole lot of content yet, it's a breadth of fresh air that shows me another effective approach to narrative design.