Towards the end of Rockstar Games’ Red Dead Redemption 2 (2018), the main character Arthur Morgan contracts tuberculosis. The videogame is set in the United States in 1899, a time when many died from the respiratory infection. The videogame does not provide a cure for the disease, nor does it show when the contagion happens. It is presented as the consequence of an invisible action. Combining auto-ethnographic analysis with (para-)textual readings, in this article, I articulate my engagement with the game and with YouTube videos in which players claim to have identified a strategy to save Arthur. I argue that these paratextual practices address, without fully resolving, an affective response that originates from an unresolved reading of the videogame ( Consalvo, 2016 ; Genette, 1987 ). The videos on Arthur’s sickness remediate (in the double sense of restoring upon and healing) players’ agency ( Bolter and Grusin, 1999 ). I argue that this imagination of a restoration of the player’s agency insists on two levels: a narrative level, interpreted as a navigable database of events, and on the environment, seen as a ‘gamespace’ of resources and non-player characters to exploit or keep at distance ( Jennings, 2019 ; Stang, 2019 ; Anikina, 2020 ; Wark 2007 ). The duration of the auto-ethnography overlaps with the spread of the COVID-19 pandemic. The article concludes by exploring some recent mediations of the virus, observing how they restore a view of human agency that runs parallel to that which players of Red Dead Redemption 2 have articulated in a much more marginal context. The case studies, although diverse in nature, gravity and scale, shed light on the variety of contexts in which agency is negotiated, on the affective potential of these negotiations, and on the pervasiveness of white and able-bodied normativity in contemporary digital culture.