While queer narratives have recently gained greater prominence and attention [35][51][48] both in games and game studies, they still represent a tiny portion of the playable romances available. Even fewer among these represent the potential of what Edmond Chang [12] has referred to as queergaming, or games which refuse to conform in their narrative, mechanics, and modes of play to a cisgender, white, heteronormative gaze. We argue that meaningful queergaming is impossible within the current norms and genres of so-called AAA, or mainstream. It thus requires space and platforms dedicated to transgressive game design, building on Aarseth\u27s [1] framework of transgressive play. To substantiate our argument, we use an examination of recent q...