
Explore the past as you resolve the present in Anamorphine, a surreal adventure of rendered emotions. Journey into the mind of the main character, a young man in denial. His subconscious is pushing him to face his past - or be consumed by it.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 32reviews | 66% | — | $10.8K |
| $19.99 | 54ratings | 64% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Anamorphine successfully tells a story without words. I felt clever being able to understand and relate to some of the mindbending visuals the game was introducing. I was intrigued with a weird (but good) feeling inside of my gut as I was exploring each section.
This game is a game that is not meant for most people, and generally I'd say only for people that like psychological stories that focus on what can happen to someone after a life-changing moment. I'd like ot go further, but it'd ruin the expirence if I did and I think that seeing the trailers takes away from the kick and emotional tug of the events that happen, especially for how long the game is which for me was barely over a hour. To start off, I actaully liked the game with it having a beautiful soundtrack, unique story that is done in a way that only games can do unlike most walking simulators which in my opinion would work well by just being a movie, where compared to this it can't be. They use transitions and interactable items that are done in a way that only games can do, with an asthetic that matches it. The artstyle especially is beautiful, using lighting and different colors to their advantage in situations that fit them being there. Unfortunately, currently the game has a lot of problems that I hope they work on fixing so that the game is worth buying and not waiting to buy like it is currently. These in my opinion ruin some of the games transitions and make it feel really disjointed at points, because the game has unique beautiful transitions that make the chapters in the game fun to go through and tease you for the upcoming moments. Unfortunately, they are janky at times and will lag when you enter them or leave, and when a chapter ends, it stutters so your confused that the chapter even ended at moments. There are also so many loading screens that it ruins a lot of the cohesive feelings that it could be having, especially for a game that is barely over a hour long that you encounter so often that it becomes annoying at points. The options are also bare-bones, with no FOV slider to mention, and the sensitivity doesn't feel adjustable as much as you'd want, so your stuck with either insanely fast or just fast, no middle ground. If these get ironed out, I would say that its worth full price if you like walking sims and don't mind spending 20 dollars for an expirence like none other that doesn't get the same effect if you watch it in my opinion. But currently, wait until it's been patched and fixed so that you'll have a better expirence you would if you bought it now.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
surprisingly affecting with some Great Moments in Level Design and Music and Narrative Synergy.
[h1][b]🎮 Reseña de Anamorphine[/b][/h1] [h2]Resumen del Juego[/h2] Anamorphine es ese tipo de aventura indie en primera persona que te agarra de la mano… para metértela en una licuadora emocional. Es un “simulador de caminar” surrealista y psicológico donde la propuesta no es “ganar”, sino deambular entre recuerdos rotos, simbolismos y escenarios que se derriten como tu estabilidad mental después de la tercera escena rara. La primera impresión es clara: esto quiere ser arte. Mucha atmósfera, música instrumental empujando la melancolía y un tono adulto que no busca ser “edgy”, sino incómodo. Si vienes esperando mecánicas complejas, puzzles robustos o acción, mejor siéntate: aquí el gameplay es básicamente “avanza y procesa”. Lo que sí: es corto, narrativo, experimental, con finales múltiples y una trama que intenta dejarte pensando. A veces lo logra. A veces solo te deja pensando “¿ya era todo?”… pero con lágrimas en los ojos, así que supongo que cuenta. [h2]Lo Surreal y lo Terrenal[/h2] Lo Bueno: ✅ 🎭 Atmosfera psicológica potente: te envuelve sin pedir permiso. ✅ 🎼 Música instrumental emocional: hace el 60% del trabajo… y lo hace bien. ✅ 🧠 Narrativa experimental con misterio y finales múltiples: hay intención y ambición. ✅ 🎮 Compatibilidad total con mando: caminar hacia el trauma desde el sillón, premium. ✅ 🏆 10 logros: pocos, pero al menos existen para justificar tu “progreso”. Lo No Tan Bueno: ❌ 🚶 “Simulador de caminar” en esteroides: si buscas jugabilidad, aquí viene en DLC imaginario. ❌ ⏳ Es corto: cuando te adaptas al mood, ya estás viendo créditos. ❌ 🧩 Exploración más contemplativa que interactiva: a ratos se siente como museo con depresión. ❌ 👥 Comunidad fantasma: 0 jugadores actuales… básicamente estás a solas con tus pensamientos (qué apropiado). ❌ 📊 Recomendaciones totales: N/A, o sea, ni el algoritmo se atreve a opinar. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]6[/td][td]Caminar, mirar, sentir. Funciona, pero es limitado.[/td][/tr] [tr][td]Dificultad / IA[/td][td]5[/td][td]Casi no aplica: no hay reto real ni IA relevante.[/td][/tr] [tr][td]Contenido[/td][td]6[/td][td]Corto, con finales múltiples que suman, pero no milagros.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]Surrealista y atmosférico: no siempre “bonito”, sí intencional.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]Emocional y psicológica; pega cuando conectas con su lenguaje.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Lo mejor del juego: opresiva, extraña y efectiva.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]7[/td][td]Psicodélico sin pasarse de feria; acompaña la narrativa.[/td][/tr] [tr][td]Música[/td][td]8[/td][td]Instrumental y con intención: sostiene el viaje emocional.[/td][/tr] [tr][td]Voces[/td][td]6[/td][td]No es el gancho principal; cumple sin destacar.[/td][/tr] [tr][td]Diversidad[/td][td]5[/td][td]No es su foco; no se percibe como un pilar del diseño.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]Correcto para un indie narrativo; nada que grite “desastre”.[/td][/tr] [tr][td]Rejugabilidad[/td][td]6[/td][td]Finales múltiples ayudan, pero el núcleo sigue siendo el mismo paseo.[/td][/tr] [tr][td][b]Total Puntuaciones (Bueno)[/b][/td][td][b]6.5[/b][/td][td]Una experiencia sólida, más emocional que jugable.[/td][/tr] [/table] [h2]Conclusión (Bueno)[/h2] Anamorphine es un indie narrativo que apuesta por lo surrealista y lo psicológico, y en eso no se raja: tiene ambientación fuerte, música muy bien puesta y una vibra emocional que puede pegarte duro si entras en el mood correcto. Es más “experiencia” que “juego”, y eso ya divide a la gente: algunos lo van a llamar arte; otros, una caminata cara al subconsciente (sin decirlo en voz alta). La parte controversial: me gusta, pero no lo voy a perdonar por esconder la falta de jugabilidad detrás de simbolismos. Si buscas interacción, reto o sistemas, aquí la exigencia se queda con hambre. Si buscas una historia atmosférica, experimental y con finales múltiples, te va a dar exactamente eso… y se va antes de que le pidas un poco más. Y el detalle más poético de todos: 0 jugadores actuales. Es literalmente un viaje de soledad. Con recomendaciones en N/A, esto se siente como ese disco raro que nadie reseña, pero que a ti te cambia la semana… o te hace desinstalarlo diciendo “¿qué acabo de ver?”. [h3]Recomendación de Compra (En descuento y con expectativas correctas)[/h3] Puntuación Total: 6.5/10 Número de jugadores activos al momento de hacer esta review: 0 Descuento máximo registrado: -75% Veredicto: [i]Recomendado solo si te gustan las experiencias narrativas surrealistas y no te molesta “jugar” caminando.[/i] Si lo tuyo son aventuras indie atmosféricas, psicológicas y emocionales, Anamorphine vale la pena como experiencia corta e intensa. Si necesitas gameplay con dientes, mejor busca otra cosa: aquí el monstruo no te persigue… te persigue tu propia interpretación.
Il racconto legato all’elaborazione del lutto, che attraversa sfumature delicate come la depressione e il senso della perdita è stato ormai sdoganato anche nei videogiochi. Sono oramai lontani i tempi in cui il medium in questione era riservato esclusivamente al ruolo di mero intrattenitore, relegato ad una fascia d’utenza che cercava soltanto un facile divertimento. Chi oggi afferma il contrario è semplicemente un ignorante, senza mezzi termini. Il genere dei walking simulator ha abbracciato fortemente l’approccio autoriale e/o sociale al videogioco, regalandoci perle di incredibile bellezza narrativa e sensoriale come Firewatch e What Remains of Edith Finch; Anamorphine vuole affiancarsi ai maggiori esponenti del genere con un racconto delicato, incentrato su una coppia vittima di un evento spiacevole ma banale, che tuttavia porterà ad un epilogo disastroso. L’esordio di Artifact 5 prova con tutte le sue forze a diventare un classico del genere, presentando una storia importante, una messa in scena di buon livello e una forma interessante. Sfortunatamente per loro, non tutto è andato come previsto e quello che ci troviamo di fronte oggi è un titolo che funziona soltanto a metà. Iniziamo subito col dire che Anamorphine non nasce per realtà virtuale; il supporto alla VR è stato inserito post lancio e non supporta né roomscale né controller di movimento (se non usati come semplice joypad). Se prendiamo in analisi il titolo flat, Anamorphine risulta come un buon walking simulator, grazie a momenti incredibilmente suggestivi, una storia non particolarmente originale ma efficace e una buona direzione artistica. Giocato a schermo, il titolo di Artifact 5 può diventare facilmente uno dei migliori walking simulator che giocherete quest’anno, poiché nonostante non tocchi assolutamente le vette del genere mantiene dalla sua una discreta interpretazione del tema e una manciata di guizzi interessanti. Leggi la recensione completa su [url=https://www.vr-italia.org/anamorphine-recensione-e-video-recensione/] VR ITALIA [/url] Guarda la [url=https://youtu.be/f9BxOcRCqwo] VIDEO RECENSIONE [/url]
Vive support is totally nonexistent. I doubt the game runs in any VR setup at all. It either black screens permanently or sticks your camera to the ceiling and does not allow you to move nor interact with anything. The developers said that it was a known issue that would be patched within a few days of release. The known issue is that they did not have time to implement VR but wanted customer money from promising VR support anyway. It's been 15+ days, and they've disappeared without a word.
https://youtu.be/Oa-2XlTz9RI Great story and animation. I tottaly recommand this game. I've played it for 1 hour so far. Loven it
Quel ennui...
Great game that is not afraid to tackle really tough subjects that really make you think and feel, and does it elegantly.
Anamorphine, un Walking Simulator Interactivo confuso, leeento, del 31 de Julio del 2018; es una aventura introspectiva narrada en forma surrealista, de la mente de Tyler, un hombre de treinta y tantos años, en negación postraumática. Al jugar a través de sus recuerdos, debemos rastrear la relación con su esposa Elena, y una sucesión de hitos en la relaciones que definen sus vida juntos, desde su feliz comienzo hasta un accidente que la deja a ella sin la capacidad de tocar el violoncello, que es tanto su sustento, como su salida emocional. Mientras ella se desliza silenciosamente hacia una depresión, deberemos luchar por entender cómo apoyarla, y enfrentar nuestras propias limitaciones en la capacidad para ayudarla. Enfrentaremos la elección de trabajar a través de nuestros dolorosos recuerdos y luchar contra los problemas, o "escapar" a una existencia al estilo del limbo a través de la negación del pasado. El juego transmite la narrativa sin lenguaje, escenas de corte, interfaz de usuario o botón de acción; enfatizando la exploración y la interacción natural con el entorno, en lugar del texto o la voz en off.
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Players by region
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