Back To __link__ Freedom Bald Games Better [ SIMPLE ]

Back to Freedom: Why "Bald" Games Are Better Than Bloated Triple-A Titles

By Alex "NoClip" Mercer

There is a sickness creeping through the gaming industry. It is a disease of excess. You see it in the corner of your screen: a blinking battle pass counter, a daily login bonus, a notification that your "squad" needs you to harvest 500 units of Unobtanium before the server resets.

You feel trapped.

Recently, a niche but passionate rallying cry has emerged from the deep forums and hidden Discord servers: "Back to freedom bald games better."

At first glance, it sounds like nonsense. A typo. But to the initiated, it is a manifesto. It argues that the only way to return to true gaming freedom is to embrace "bald" games—titles stripped of cosmetic wigs, narrative clutter, and predatory systems. And, surprisingly, they are right.

The Verdict: Better Because It’s Honest

Is Red Dead Redemption 2 a great game? Yes. Is it "free"? No. You are a cowboy dancing on Rockstar's strings. You cannot fly. You cannot ignore the story. You are wearing a very expensive, very itchy wig.

"Bald" games are not better because they are easier. They are better because they are honest.

A bald game says: "I am a game. These are the rules. You are the player. Respect me, and I will give you a freedom you have forgotten exists."

The keyword "back to freedom bald games better" is not a grammar error. It is a prophecy. As the AAA industry collapses under the weight of its own cosmetics and battle passes, the indie and "boomer shooter" scenes are growing. Players are going back to Quake. Back to Doom. Back to the bald code.

Because in a world of wigs, the bald man is king.

Go forth, shave your hard drive, and play something naked. Your freedom is waiting.


Do you agree? Have you found freedom in a "bald" game? Let us know in the comments below—but keep your replies concise. We don't need a 10,000-word backstory.

It sounds like you’re exploring the idea that "bald" characters

or minimalist, "stripped-back" game designs lead to a greater sense of and better gameplay. This could mean a few things: Character Archetypes:

The idea that "bald" protagonists (like Kratos or Agent 47) represent a "blank slate" or a raw, unfiltered version of freedom. Performance/Minimalism:

The concept that games with fewer "hairy" technical distractions (simpler graphics or mechanics) actually run better and offer more "freedom" to play. The "Baldur’s Gate" Connection: You might be making a play on words regarding Baldur’s Gate 3 , which is famous for its unprecedented player freedom. I am writing this essay based on the first interpretation

: that bald, "unburdened" characters and minimalist design philosophies create a superior sense of freedom in gaming.

The Scalp of Liberty: Why "Bald" Games Offer Superior Freedom

In the modern gaming landscape, "freedom" is often marketed through the lens of complexity—more pixels, more dialogue trees, and more cosmetic fluff. However, a compelling argument can be made that the "bald" aesthetic, both in character design and philosophical minimalism, provides a more authentic experience of liberty. When a game strips away the excess, it returns the player to a state of primal agency. The Blank Slate Protagonist Iconic "bald" characters like Agent 47 from

or Saitama in various adaptations represent a specific kind of freedom: the freedom of utility. Hair is often a marker of vanity, era, or specific personality. A bald character, by contrast, is a tool. In

, 47’s lack of identifying features is exactly what allows him the freedom to become anyone. This "blank slate" approach forces the player to focus on rather than

, making the freedom of choice feel more personal and less scripted. Mechanics Over Aesthetics

"Bald" games can also refer to titles that lack "foliage"—the decorative clutter that bakes a game into a linear path. When developers stop worrying about "hair physics" (the metaphorical fluff of hyper-realistic graphics) and focus on "bare-bones" mechanics, the gameplay usually thrives. Games like Super Mario

are "bald" in their simplicity, yet they offer more creative freedom than almost any cinematic, high-fidelity blockbuster. They prove that when you remove the surface-level distractions, you are left with the pure, unadulterated joy of play. The Philosophy of the Essential

To go "back to freedom" is to embrace the essential. A bald head is aerodynamic; it is efficient. Similarly, the best games are those that feel streamlined. By cutting out the "hair"—the fetch quests, the bloated menus, and the forced tutorials—players are given the keys to the kingdom. We find that the less a game tries to decorate our experience, the more room we have to inhabit it. Did you want this focus on minimalist design and character archetypes

, or were you actually looking for a piece specifically about Baldur’s Gate 3 and its approach to player choice? AI responses may include mistakes. Learn more

Back to Freedom is an adult-oriented narrative adventure game developed by Bald Games. Set in a modern city inhabited by reimagined fairy tale characters, it combines visual novel elements with RPG-style stat management and sandbox exploration. Core Gameplay Mechanics

The game centers on building relationships through a "day-by-day" structure where your choices and character attributes determine available paths.

Sandbox Exploration: Players navigate a city to meet characters like a goth Snow White or a hunter Red Riding Hood.

Stat Management: Progression is tied to specific stats. Recent updates (v0.32+) introduced a "free cheat" button to help players meet high stat requirements that previously blocked narrative routes.

Corruption System: A dedicated guide for supporters helps track character "corruption" levels, which unlock darker or more explicit story branches. Developer Updates & Quality (v0.32 - v0.37)

The developer, Bald Games, has focused on technical optimization and content breadth in the most recent versions.

Refined Codebase: The developer removed over 1,300 redundant variables to improve game stability and performance.

Content Scale: Update 0.32 alone added 10 new scenes and over 100 new animation clips.

Accessibility: Added quality-of-life features like speed sliders for certain scenes and a redo button to quickly re-experience content.

Interactive Elements: Version 0.37 and beyond include more complex branching, such as the mansion scenarios involving characters like Anya and Gina. Player Sentiment

Reviews and community feedback highlight a mix of high production value and occasional mechanical frustration.

Visuals & Audio: Players often praise the "gorgeous" graphics and "booming" audio quality. back to freedom bald games better

Complexity: Some users find the game "too complicated" for casual play due to the heavy reliance on specific save-file management and stat-checking.

Pacing: While the initial chapters are well-received, some feedback suggests the later narrative sections can feel drawn out with excessive dialogue. How to Get the Best Experience

To make your playthrough "better," consider these community-vetted tips:

Use Cheats Judiciously: If you find the "grind" for money or stats frustrating, use the built-in free cheat (+3 stats, $500) on the cheat page to skip repetitive tasks.

Save Often: Use manual save slots before major decisions, as the game’s branching paths can permanently lock you out of specific character endings.

Check Guides: For specific scene unlocks, look for the Corruption Guide or Changelog updates on Scribd to see which characters have received recent story expansions. Bald Games | Creating Adult Games - Patreon Bald Games | Creating Adult Games | Patreon. Where Winds Meet - Apps on Google Play

"Back to freedom, bald games better" advocates for a return to pure, unadorned gaming experiences free from the clutter of modern microtransactions, battle passes, and live-service models. This movement champions gameplay that focuses on tight mechanics and player freedom over filler content and artificial engagement. Read more in this blog post.

Back to Freedom is an adult-oriented, strategy-focused visual novel developed by Bald Games, featuring interactive, choice-driven narratives and resource management. Developed via community support, the project releases in episodic builds focusing on high-stakes, player-dependent storylines. View the latest community updates at Bald Games Patreon. Bald Games | Creating Adult Games - Patreon


Leo stared at his reflection in the dark mirror of his phone screen. The sleek, dark stubble that had been his signature for a decade was gone. In its place was a pale, smooth dome. He ran a hand over his scalp, feeling the unfamiliar texture.

It wasn't cancer. It wasn't alopecia. It was a choice.

For ten years, Leo had been a prisoner of the "Hair Games." Every morning began with a ritual: the pre-shower comb, the specialized shampoo, the blow-dryer positioning, the wax, the clay, the spray. He owned fourteen different combs. He had a drawer full of potions that promised volume, texture, or a matte finish. He scheduled his life around wind, rain, and hats.

The corporate world demanded it. His boss, a man named Sterling with a suspiciously perfect toupee, had once pulled him aside. "Image, Leo. A good head of hair says reliable." His girlfriend, Chloe, loved to run her fingers through it. His mother had cried when he mentioned "shaving it off" last year.

So he played the game. He attended the meetings where men compared their part lines like sword fighters comparing hilts. He suffered the "bad hair days" that ruined entire presentations. He was a well-groomed, highly anxious, hair-having machine.

The breaking point was a Tuesday. He was late for a pitch. He'd run out of his expensive texturizing paste. In a panic, he tried a dollop of Chloe's mousse. His hair hardened into a glossy, brown helmet. He looked like a Lego man. The client stared at his unmoving bangs the entire meeting. They did not win the pitch.

That night, while Chloe was at her sister’s, Leo walked into his bathroom. He opened the drawer of fourteen combs. He pulled out the clippers.

Bzzzz.

A thick lock of brown hair fell into the sink.

Bzzzz.

Another. And another. It was terrifying. It was exhilarating. Within ten minutes, his head was a patchwork of chaos. Then came the razor. Slowly, carefully, he scraped away the last of the game.

He looked up. The man in the mirror was a stranger. He looked harder. Leaner. His eyes, freed from the shadow of his fringe, seemed sharper. He looked… free.

The next morning, he woke up and did nothing to his head. He splashed water on his face, brushed his teeth, and put on his suit. He walked out the door into a stiff autumn breeze. The wind hit his bare scalp. It felt like a baptism.

At the office, Sterling did a double-take. "Leo… what happened?"

"I happened," Leo said, smiling. "It's the new model. More aerodynamic."

Chloe was horrified. "You look like a skinhead or a monk," she whispered that night.

"Or a man who doesn't own a comb," he replied.

The first week was hard. People stared. They made jokes. The Bald Games had begun. But these games were different. They weren't about manipulation and concealment. They were about endurance.

Game One: The Stare. When a client snickered, Leo just stared back, his shiny head reflecting their own insecurity. They blinked first.

Game Two: The Wind. While others clutched their quiffs and patted their part lines, Leo walked through a gale like a figurehead on a ship. He was unassailable.

Game Three: The Rain. A sudden downpour sent the office scrambling for umbrellas and towels. Leo simply walked to the coffee machine, wiped a single drop from his crown, and took a sip. He was waterproof.

Within a month, something shifted. A junior associate named Maya shaved her head. "You made it look like a power move," she said. Then old Jenkins from accounting, who had been clinging to a comb-over since the 80s, showed up gleaming. "My wife says I look twenty years younger," he laughed.

Sterling finally cornered Leo in the elevator. He leaned in close, his toupee slightly askew. "This rebellion of yours… it's costing me clients."

"Actually," Leo said, tapping the elevator button, "we just signed the Henderson account. They said they appreciated our team's 'bold, honest approach.'"

Sterling touched his own hairline nervously. The doors opened. Leo stepped out into the sunlit lobby, his head warm and free.

He wasn't a rebel. He wasn't a monk. He was just a man who had finally stopped playing a game he could never win. He had gone back to freedom. And in the bald games, he had finally learned the only rule that mattered: the only way to win is to stop caring about the score.

He never bought another comb again.

A key feature of Back to Freedom , developed by Bald Games, is its dynamic scene transitions and high-resolution artwork that enhance the visual storytelling experience. Other notable features include:

Character Customization: Players can customize characters and outfits, allowing for a more personalized experience. Back to Freedom: Why "Bald" Games Are Better

Strategic Saving: The game includes a Save Scumming mechanic where players are encouraged to save before opening rare chests to maximize rewards like credits.

Convenience Functions: It supports cloud saves and cross-device syncing, ensuring progress is maintained across different platforms.

Technical Polish: The game is noted for its exceptional visual polish and robust privacy and control settings.

Back to Freedom: Why “Bald” Games Are Simply Better In an era of gaming defined by hyper-realistic hair physics, endless microtransactions, and bloated open worlds, a counter-culture movement is quietly taking over. We’re calling it the "Back to Freedom" era. At the heart of this movement is a surprising mascot for quality: the "Bald" game.

When we talk about "bald" games, we aren't just talking about protagonists like Kratos or Agent 47—though they certainly fit the vibe. We are talking about games that are stripped down, aerodynamic, and unapologetically focused. These are games that ditch the "follicles" of modern gaming fluff to give players back their freedom.

Here is why "bald" games are officially better and how they are leading the charge back to what gaming was always meant to be. 1. No More "Hiding" Behind Graphics

Modern AAA titles often use incredible hair rendering and cinematic fluff to mask shallow gameplay. A "bald" game has nowhere to hide. When a game is stripped of its vanity, the core mechanics have to be flawless. Think of titles like Sifu or Hitman. There is a raw, tactile precision to these experiences. You aren't playing for the cutscenes; you’re playing for the mastery of the system. This transparency is the ultimate freedom for a gamer who is tired of being "dazzled" by tech while being bored by the loop. 2. Freedom from the "Live Service" Grind

Most modern games want to be your second job. They come with battle passes, daily logins, and "hair-thin" excuses to keep you grinding for digital cosmetics. "Bald" games represent a return to the Buy-to-Play philosophy. You get the full package on day one. There’s a profound sense of freedom in knowing that when you turn the game off, you aren't "falling behind." You play at your pace, on your terms. 3. The "Kratos" Effect: Pure Agency

There is a psychological link between the "bald" aesthetic and absolute power. In gaming, the bald protagonist often represents a character who has shed the weight of the world to focus on a singular goal. As players, we feel that shift. Games like God of War or Doom Eternal (where the helmet stays on, keeping it "bald" in spirit) focus on player agency. You aren't following a quest marker like a lost puppy; you are an unstoppable force moving through a world that reacts to you. 4. Performance over Pretense

Let’s talk technical. High-fidelity hair and fur are some of the biggest resource hogs in game development. By opting for a "bald" or streamlined aesthetic, developers can redirect that processing power toward what actually matters: Frame rates, physics, and AI. A game that runs at a locked 60fps with complex environmental interactions will always provide a "better" experience than a sluggish masterpiece that looks great in screenshots but feels like mud in your hands. 5. Reclaiming the "Fun" Factor

The "Back to Freedom" movement is ultimately about reclaiming the word "Fun." Somewhere along the line, gaming became "prestige media" that forgot it was supposed to be a toy. Bald games—like the classic arcade-inspired indies or the tight, focused action titles of the early 2000s—remind us that freedom comes from experimentation. Whether it’s finding ten different ways to eliminate a target in Hitman or mastering a combo in a fighter, the freedom to fail and succeed on your own merits is the highest form of play. The Verdict

The trend is clear: players are tired of the bloat. We want games that are lean, mean, and focused. We want the "Back to Freedom" experience where the gameplay is king and the distractions are stripped away.

In the battle between "Pretty but Hollow" and "Bald but Brilliant," the choice is easy. It's time to shave off the fluff and get back to the freedom of great gaming.

The phrase "Back to Freedom Bald Games Better" likely refers to the developer Bald Games and their popular adult interactive fiction title, Back to Freedom

. While specific critical "essays" on this exact title are often found in community forums or developer updates, the general discourse around why these games are considered "better" by their audience focuses on a few key pillars of game design: agency, immersion, and narrative complexity. The Appeal of "Back to Freedom"

Player Freedom and Agency: Unlike traditional linear narratives, Back to Freedom

is praised for its branching paths that allow players to feel the consequences of their choices. The "freedom" in the title often refers to the player's ability to navigate a dangerous criminal underworld or complex social scenarios, where siding with one faction (like a crime boss) versus another (like federal agents) has tangible impacts on the survival of the protagonist and their associates.

Narrative Stakes: The game utilizes high-stakes environments—often involving survival, crime, and moral ambiguity—to keep players engaged. This "better" experience comes from the tension of making decisions where "if I side with her and Reed wins, I'm dead".

Complex Character Dynamics: The developer, Bald Games, is known for creating adult-oriented titles on platforms like Patreon that focus on deep, often dark, interpersonal relationships rather than just gameplay loops. Why These Games Are Considered "Better"

Escape from "Hand-Holding": Many modern mainstream games are criticized for being too "hand-crafted" or restrictive. Players seeking "freedom" often prefer the raw, choice-driven mechanics found in independent titles like those from Bald Games, which offer a less sanitized experience.

Immersive Storytelling: In contrast to "soulless" open-world games that use icons on a map to drive exploration, narrative-heavy games focus on a compelling story to drive engagement.

Community-Driven Development: Developers like Bald Games often use feedback from their Patreon community to refine their stories, ensuring the game evolves in a way that directly satisfies its most dedicated players. Core Gameplay Pillars (The 3Cs)

Even in narrative-heavy indie games, success often hinges on what developers call the "3Cs":

Character: A protagonist with a clear goal (e.g., getting their freedom back).

Controls: Intuitive navigation through dialogue and decision trees.

Camera: In interactive fiction, this refers to the visual presentation and framing of scenes that enhance the mood.

For more in-depth discussion or to follow development, you can visit the Bald Games Patreon. Bald Games | Creating Adult Games | Patreon

Once upon a time, in a world not so far away, there was a magical realm called Aethoria. Aethoria was a land of wonder and enchantment, where creatures with extraordinary abilities lived in harmony with one another. Among them was a young, adventurous bald eagle named Zephyr.

Zephyr was known for his incredible speed, agility, and sharp talons. He loved to soar through the skies, feeling the wind rushing beneath his wings, and exploring the vast expanse of Aethoria. However, as much as Zephyr adored his life, he began to feel a sense of monotony. He had explored every nook and cranny, and his daily flights had become, well, a bit dull.

One day, as Zephyr was perched on a branch, preening his sleek bald head, he received an unexpected visit from a wise old owl named Oracle. Oracle gazed at Zephyr with her piercing eyes and said, "Young Zephyr, I've been watching you. You seem to have lost your spark, your zest for life. I sense that you're yearning for something more."

Zephyr nodded, intrigued. Oracle continued, "I've heard of a mystical place, hidden deep within Aethoria, where the air is filled with the essence of freedom. It's a realm where creatures can rediscover their passions, reignite their spark, and play games that challenge and thrill them. The place is called the 'Freedom Arena.'"

Zephyr's ears perked up. "The Freedom Arena? Tell me more!"

Oracle smiled. "Ah, but it's not just a place, Zephyr. It's a state of mind. You see, in the Freedom Arena, creatures engage in games that test their skills, their strategy, and their courage. These games are designed to awaken the player to new experiences, to help them see the world from different perspectives, and to remind them of the joy of competition and camaraderie."

Zephyr's eyes sparkled. "That sounds incredible! I want to go!"

Oracle nodded. "Very well, young one. I shall give you a map that will lead you to the Freedom Arena. But be warned: the journey will be challenging, and you'll need to confront your own doubts and fears. Are you prepared to take the leap?"

Zephyr took a deep breath, puffed out his chest, and declared, "I'm ready! I want to go back to freedom, to rediscover the thrill of the games, and to experience life to the fullest!"

And so, with Oracle's map in hand, Zephyr set off on his quest. He traversed through lush forests, crossed scorching deserts, and climbed steep mountains. Along the way, he encountered a motley crew of creatures, each with their unique abilities and quirks. Do you agree

There was Luna, a mischievous raccoon with a penchant for thievery; Kael, a sturdy rhino with superhuman strength; and Lyra, a whimsical butterfly with the power of flight. Together, they formed an unlikely team, united by their desire to reach the Freedom Arena.

As they journeyed, they encountered various challenges, from outsmarting cunning foes to solving complex puzzles. But with each obstacle overcome, Zephyr and his friends grew stronger, more confident, and more determined.

Finally, after many trials and tribulations, they arrived at the entrance to the Freedom Arena. A massive, ancient tree stood before them, its trunk adorned with intricate carvings of creatures from Aethoria. The air was electric with anticipation.

Zephyr and his friends exchanged nervous glances. This was it – the moment they'd been striving for. They took a deep breath, spread their wings, and stepped into the Freedom Arena.

The games were about to begin.

The first challenge was the "Aerial Acrobatics" game, where creatures had to navigate an obstacle course while airborne. Zephyr, with his incredible speed and agility, excelled in this game, executing daring flips and somersaults with ease.

Next was the "Strategy Showdown," where teams had to work together to solve complex puzzles and defeat their opponents. Luna's cunning and Kael's brute strength proved to be an unbeatable combination.

As the games continued, Zephyr and his friends discovered new aspects of themselves and their abilities. They learned to trust each other, to communicate effectively, and to rely on their unique skills.

In the end, it was Zephyr who stood at the podium, his bald head gleaming with pride, as he accepted the Golden Feather award – the highest honor in the Freedom Arena. His friends cheered, and Oracle appeared, a knowing smile on her face.

"Well done, young Zephyr," she said. "You've rediscovered your spark, your zest for life. You've proven that even in a world of wonder, there's always room for growth, for challenge, and for fun. Back to freedom, indeed – but this time, with a newfound appreciation for the games that make life worth living."

And so, Zephyr and his friends returned to their lives, forever changed by their experiences in the Freedom Arena. They continued to play, to explore, and to push themselves to new heights – always remembering that, no matter how old they got, there was always room for a little more freedom, a little more fun, and a little more bald-headed bravado.

How was that? Did I do justice to the phrase "Back to Freedom Bald Games Better"?

, which is widely considered one of the best role-playing games (RPGs) ever made and centers heavily on themes of liberation and "returning to freedom" from mind-flayer parasites

Here is a detailed review of why this "bald game" is considered significantly better than its competition. 1. Unparalleled Player Freedom The most defining feature of Baldur's Gate 3

is its commitment to freedom. Unlike other games that offer a "good" or "bad" path, provides a sandbox of consequences. Narrative Agency:

Almost every choice, from who you save to who you betray, ripples through the entire 100+ hour campaign. Creative Problem Solving:

Players are encouraged to "break" the game. You can stack explosive barrels to bypass a boss, talk your way out of a war, or use magic to turn into a cat and sneak through a hole in the wall. 2. Masterful Character Writing

The companions in the game are often the highlight for players. Complex Morality:

Each character has their own trauma and motivations. They aren't just "party members"; they are individuals who will leave your group or even fight you if your choices contradict their beliefs. Voice Acting & Animation:

Every line of dialogue is fully voiced with high-quality motion capture, making the world feel reactive and lived-in. 3. Strategic Turn-Based Combat

While some prefer real-time action, BG3’s turn-based system (based on Dungeons & Dragons 5th Edition) is deeper and more rewarding. Environmental Interaction:

You can push enemies off cliffs, freeze puddles of water to make them slip, or shoot chandeliers to drop them on a group of foes. Verticality:

High ground provides actual tactical advantages, making the layout of every room a puzzle to solve. 4. No Microtransactions

In an era of "live-service" games, BG3 stands out by being a complete, polished package at launch. no in-game shops , no battle passes, and no pay-to-win mechanics.

Larian Studios has consistently provided massive free updates and "Quality of Life" improvements based on community feedback. Summary Table Why It’s "Better"

Consequences are permanent and change the world map and ending.

Hundreds of spells and items interact in logical, "unscripted" ways. You can play the entire journey with up to three friends. A single playthrough can easily last 100-150 hours

If you were referring to a different "freedom" or "bald" game (such as Freedom: First Resistance

or a specific indie title), please clarify the developer or release year! or more info on the multiplayer experience

I interpret your request as a desire for a detailed academic-style paper covering the "Bald" game franchise (specifically the Baldur’s Gate series, Baldur’s Gate 3, and the thematic concept of "Freedom") and how this franchise set a "better" standard for the Role-Playing Game (RPG) genre.

The phrase "back to freedom" likely refers to the genre's return to player agency and unrestricted gameplay—a hallmark of the series—after a period of restrictive, linear RPGs.

Here is a detailed paper on the subject.


Modern Bald Games That Prove the Point

If you are ready to go back to freedom, here are modern "bald" (or bald-adjacent) games that are better for it:

  1. Cruelty Squad – A biologically horrifying, stock-market-meets-immersive-sim with a bald, corporate-hitman aesthetic. Unmatched emergent freedom.
  2. Darkwood – A top-down survival horror with no hand-holding. You are bald, scared, and alone in a forest that hates you. The freedom to explore comes with real terror.
  3. Teardown – Voxel-based heist game. Every wall is destructible. No levels. No classes. Just you, a sledgehammer, and a timer. Pure bald chaos.
  4. Neon White – A speedrunner’s paradise disguised as a visual novel. The protagonist is sharp, angular, and bald. The freedom is in mastering the movement systems to beat the clock creatively.

Why "Bald" Fixes Burnout

Gaming burnout is real. You buy a 120-hour RPG, play for 12 hours, and quit. Why? Because you feel the weight of the "wig." You have 40 side quests blinking at you. You have three gear slots to manage. You have a skill tree that looks like a neural network.

"Bald" games respect your time. Inside is 4 hours long. Portal is 6 hours. Journey is 2 hours. You finish them feeling liberated, not exhausted. You have the freedom to play another game, or go outside, or think.

Proposed Prototype (Concrete Example)

4. Real-Life Benefits for Bald Gamers

If you’re experiencing hair loss yourself, embracing bald characters can be unexpectedly liberating:

“I used to always pick long-haired elves. After I started losing my hair, I made a bald dwarf in Deep Rock Galactic. Suddenly, I felt more like myself – and rocked more helmets.” – Reddit user, r/bald