One of the core elements of Pluto is tinkering with the concept of time. As a work of short fiction, Pluto is told in a purposely non-linear way to reflect the main characters’ scrambled memories of what they each believe to be the truth over a time-period of approximately 19 years.

It doesn’t matter where you ‘begin’ or in what order you progress through the narrative. Like a forgotten or long-buried memory fired up again by a particular dream, sound, smell, person, conversation, thought, or other experience, Pluto eventually evokes its underlying story, its sequence of events, in full – and in all kinds of ways – but rarely in any cohesive order. Assembly is down to you, the reader/player.