
Between Horizons is a narrative 2.5D sci-fi detective adventure. 33 years into the Zephyr's journey, its mission is suddenly jeopardized. Can you find the culprit before it's too late? Experience an enthralling story set in a semi-open world that branches and ends based on your choices.
Modeled estimate, not a reported figure. How we estimate →
About
Between Horizons is set aboard the Zephyr, humanity's first generation ship en route to another star. You assume the role of Chief of Security Stella, who was born on the ship 24 years ago. Dive into the conspiracy behind the incident that threatens to disrupt the Zephyr's social order and foil its mission.
Between Horizons is a modern 2.5D pixel art adventure that brings a branching narrative into a semi-open world. The team at DigiTales has applied numerous lessons from their first game Lacuna and proven solutions to detective game design problems to maximize player agency in the investigation process – all the while maintaining the tight pacing of a meaningful story that will ask you to reevaluate your moral compass and make increasingly tough decisions as the situation aboard the ship spirals out of control.

An Unusual Adventure: Between Horizons merges investigation gameplay with a branching sci-fi story in an ever-expanding Metroidvania-style environment.
Think For Yourself: The flexible evidence system lets you assign clues to cases, confront people about them, and solve any case with at any point in time. Everything you find on the ship may or may not be connected to the mystery at hand.
Failure is Very Much an Option: There are no second chances — submitting an incorrect solution means that consequences may follow as the story branches and ends based on your decisions.
Set Your Course: Underneath the game's exciting and plausible sci-fi plot lies a number of thought-provoking problems inviting you to weigh intergenerational responsibility against personal freedom.
A New Dimension: Timeless pixel art merges with 3D environments and modern visual effects to create a unique art style. Prefer old-school 2D? No problem, you can switch any time!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Korean, Simplified Chinese, Japanese, Traditional Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Because the game doesn't let you save nor does it let you make the last choice yourself - your character does it based on your actions, not your decision - I seriously can't recommend this game. I completely disagreed with my character's choice at the end. It did not reflect how I was playing or felt. And because there's no saves - no dialogue skip, even - you'd need to do it all over again to see a different ending. **** that. And it's short as hell! (Gorgeous, good story, good characters, completely stupid decisions on how they designed the game with no saving.)
I recommend this game and disagree with some of the complaints about the way inventory is handled and how much backtracking you have to do. I have my own complaints though. The way this game is set up is not intuitive at all. You don’t ever interact with your environment, you collect evidence/items and present them to people to get information. In one case I got a tool to get logs from some computers, There was no computer screen that popped up or anything, I just got weirdly abstract icons in my inventory that had the information I needed in the description. Some beeping or download icons on the computer screen would’ve been nice. This is all fine, just strange. Coming from Lacuna, I was very happy to see they kept the high-stakes setup with only auto-saves and case decisions being permanent, even if you get them wrong. I do think the developers are being a bit obnoxious with not having an option to turn that off, the way they have an option to turn off timers. All that’s doing is driving people who want to savescum into their game folders to copy out saves. Or just making people hate the game. I wouldn’t use the options because I hate myself and need to suffer, but they should be available. I really liked that I could pull the trigger on completing a case immediately with no evidence if I wanted to. Deciding *when* to complete a case was as much fun as solving the case, There is a space cat in the game. Regarding the complaints about inventory: Yes, this game does not have a good inventory system. There is no sorting or labeling. The dev’s solution to inventory pileup is a series of filters you can cycle through to bring up different types of items, like profiles of people, locations, documents, or whatever. This worked better than I expected it to and was perfectly adequate for the size of your inventory even at the end- game. Not the best, but adequate. As far as backtracking goes, yes, the game can turn into a whole lot of annoying walking back and forth if you let it (I let it for a while). Trying to collect all the evidence in the game was miserable. Trying to collect *enough* evidence was a thrill ride. The cases themselves were wonderful, another rare detective game that doesn’t resort to unhinged deductions that nobody would ever make for later cases. I think my only issue was during my first case, I didn’t know how deep the rabbit hole went, and if I should expect to be double or tripled crossed or whatever. Once I got a feel for how treacherous the devs were being, I had a great time.
In this game, you are the head of security on a spaceship as it’s traveling towards a planet 100 years away to establish a colony, meaning only your grandchildren will ever reach it. It has a strong setting, but poor gameplay. The narrative and characters are weak and underdeveloped, and they are the key elements for this type of game. I particularly didn’t enjoy it much, [b]5/10[/b]. It’s worth to buy it on promotion if you like investigative games. [b]Pro[/b]: [list] [*]Interesting sci-fi premise involving planetary migration with multiple generations living on the same ship. [/list] [b]Neutral[/b]: [list] [*]The ability to make incorrect case solutions and still have the game progress is interesting; I didn't get to test it, however. In practice, I doubt many players would intentionally choose incorrectly, since it’s a detective game and the goal is to solve the mysteries properly. [/list] [b]Cons[/b]: [list] [*]The premise could have been explored much more, even if only in the background. Why did they need to leave Earth? What other ships existed? Why did they only receive messages from Earth once a year? A lore library would have helped. [*]You are the head of security, yet you have little access to places on the ship, and you can't interrogate suspects… strange design choices, especially since the game is described as "semi-open world". [*]The game would have benefited from being more focused on the narrative experience. The graphical side felt heavy and unnecessary. Players of detective games usually care more about narrative, yet the game went overboard on visual aspects that add little. [*]The menu is chaotic and it’s hard to find what you need, even with filters. Evidence is arranged chronologically and remains there even when it’s no longer useful; there’s also a pointless menu screen. [*]Most of the gameplay time is spent moving between locations or figuring out where to go and who to talk to. Movement is slow, with many unnecessary animations (like riding the elevator). Again, too much focus on visuals rather than what a potential player would actually care about. There is fast travel, but it doesn’t take you directly where you need to go, only to a nearby checkpoint (a “train” station). [*]Only auto-save is available, with no manual save, and it triggers every few minutes. I consider this a poor design choice that reduces player freedom. [*]It’s difficult to locate characters and objectives on the map. For example, a character’s house flooded and she had to move. I only discovered this by repeatedly wandering the entire map like a headless chicken after each story segment. [*]Some puzzle choices are odd and essentially require a guide to understand, which unfortunately is common in this genre. [*]Characters are underdeveloped, most with very few lines of dialogue, and they don’t respond meaningfully to obvious clues. For example, a doctor says she has no time and gives generic answers regardless of what clue I present related to the hospital. It’s hard to care about any of the characters. [*]The ending moral choice is obvious, considering how many players chose it: 17.9% at the time I wrote this review, and that’s not accounting for completionists. [*]A short epilogue explaining what happened afterwards would have helped, as the ending feels abrupt and lacks narrative closure. [*]Background music loops every 5-10 seconds, becoming very repetitive. [/list]
Are you wanting to fulfill your desire to play as a law enforcement officer on a spaceship in the future? Well, Between Horizons will meet that aspiration, though possibly not in a way that's satisfying. This is a game that I'd say gives a good first impression that unfortunately didn't sustain that enjoyment. You play as Stella, the daughter of the chief of security on a ship that's part of a generations long mission to send humans to a different planet to terraform and colonize because Earth is in dire shape, though not dire enough to keep people from living on it or to apparently develop new technology. I guess the implication is that Earth's potential to continue supporting the cancer that is the human race is about to reach 0, and unlike real life, they really do mean it this time. I suppose now's a good time to mention that this is one of those narrative games that claims to alter its story based on the decisions you make and has multiple endings, and I'll come back to this later, but its possible there are story bits I didn't get on my playthrough. The planet that's chosen to become the new home for humans however will apparently take hundreds of years to reach, so the crew and populace that took part in this mission won't live to see the ship arrive at its destination. The idea being that the people are supposed to procreate and their offspring will be the ones to see the mission to its conclusion. However, Stella is asked to investigate a case that unfortunately results in her father being killed, as well as the discovery of some kind of insurrection group that doesn't want to continue this mission that their forebearers chose for them. The setting is definitely a compelling one and does bring up interesting questions to ponder. Should children carry on the tasks of the parents, how much control should be employed upon an enclosed populace, etc. Visuals wise, Between Horizons is a mix of 2D pixel art and (as long you stick with the 3D setting that the game has by default) a 3D voxel graphics, which helps to give it a unique sci-fi style. Now that I've got those 2 positives out of the way, I can now focus on all the negatives and annoyances that sadly left me feeling down on the game. Going back to the story, while it does have an interesting hook, it doesn't really maintain that interest throughout. Part of that is down to none of the characters being all that fleshed out. Case in point, in my playthrough, from the choices I had made, I ended up [spoiler] shooting one of the crew members that I had spoken to maybe twice before because said crew member locked Stella up in a chamber and then proceeded to charge her after she freed herself. Stella then was very upset over what transgressed, and while I can understand being sad because you had to end someone's life, I barely remembered who that crew member was and yet Stella seemed like she had lost a close friend. [/spoiler] Another issue is that most of the story is told to us rather than being shown to us, often times via Stella doing a voiced narration describing what happened on the ship after certain events transpired and/or describing how Stella is feeling about the situation. I suppose the last issue I had the story itself is that I didn't side with the insurrection group's actions and decisions at all. Call me a facist, but nothing shown in the game gave me any indication that the people in charge were being overly controlling, especially seeing as how these people are on a ship that's meant to help ensure the future of the human race. Yes, I know that a big motivation for the insurrection group is that many of its members didn't choose to partake in this mission (their parents did) and they would like a choice on what they do with their lives [spoiler] and yes I know that there's apparently a closer planet that might support human life, but it still comes off as children throwing a tantrum about being told to do something and them not wanting to do it because they don't want to. [/spoiler] "Okay, so they story didn't keep you engaged. What about the detective gameplay?" Between Horizons makes the "interesting" decision to let you submit any answer to a case, even if the one you submit you know is wrong. The idea is that the story will change depending on the answers you submit to the case, as well as other choices you make in dialogue scenes. As such, Between Horizons is a game without a failure state, which I concluded I don't care for. It just makes each case feel less like a problem to solve that results in me feeling clever (or stupid) and more just another choice in a dialogue scene. I think its because of this design decision that most of these cases feel very obtuse and hard to figure out. I really did wonder if I'm just an idiot, but based on other reviews and comments I read, many people seemed to agree that yeah, a lot of these case are very difficult and often feels like you have to just pick at random and hope you got the right answer (assuming you're even trying to solve all the cases with the "correct" answer). And if you think you can just save scum, you can't because the game only has 1 save slot and no manual saves (only auto-saves). I've also played enough of these "choices matters" games, and listened to enough people dissect these games of games, to know that these supposed changes are mostly very superficial and not as grand as the game would like you to believe. There's also plenty of design decisions that make the experience more tedious than it needs to be. For instance, you can't fast travel to any specific room. The best the game offers is just being able to fast travel to 1 of the train stations in each of the 4 main areas. I guess the idea was to force you to have to wonder the ship to get a feel for the environment, but when you're constantly trying to find people or going to different rooms to try to find a clue to a case, you REALLY begin to wish you could just warp to the different rooms. Speaking of hunting people down, there's many times where you have to talk to specific people. Unfortunately, many of these people will end up changing to a different location when you last spoke to them, and the only way to find them again is to scour the ship. This is particularly galling since everyone on the ship has a communication device, so why can't Stella just call these people and say "hey, I need to talk to you in person, where can I find you?" Finally, you can't change the order of all the evidence you collect throughout the game. Each piece of evidence you get goes into your evidence inventory, and you have throughout the game. Stupidly however, the evidence is only capable of being listed in order of when you get them (with the most recent being on top and the oldest being on the bottom). You can make it so that only certain kinds of evidence is displayed (like people or locations), but that's it. I also wish instead of the evidence being listed as an icon based grid, you could change it to be say a list of text (that you could maybe organize alphabetically) on the left and then the icon and description of the evidence being on the right. Prior to me thinking things over, I did believe I was still going to give this a thumbs up on Steam. However, after I pondered things out, I don't agree with my initial assessment.
This is like someone wanted to make a detective game, but either didn't see how other popular games had designed their interfaces and level layouts, or, they had played them, but didn't understand the benefits of those design choices. Everything is tedious and awkward. You're running around this huge ship looking for clues. That's fine, but its a little tedious to run around back and forth. So, you add a fast travel system, but, instead of fast travel to specific locations, you travel to the nearest fast travel node....even though the fast travel map allows you to select specific locations. Why do it that way? Either only allow me to select the train stops, or teleport me to the selected locations. You're just forcing me to recheck the map to get my bearings and walk around anyway. You've got all these clues, but all your information is in the menus. That's not bad by itself, but not even allowing me to pin info so its visible while I'm running around. I don't like constantly flipping in and out of menus all the time just to keep track of the next lead. Also, the general gameplay is a bit boring. You run back and forth mashing the scan button to pick up all the clues, you flip through your logs to see who to talk to about those clues, then find them and show them the clue, and eventually get enough information to solve the case. There's no breakdown of your logic where you go over the information, there's no solving any additional puzzles or challenges, you just point the finger and game moves you to the next case. A detective game where someone either didn't do their homework, or tried to be different while having no new ideas.
Between Horizons is a gorgeous narrative game with investigation mechanics and while it pales in comparison with Lacuna, I still recommend it. The story is well thought of and even though it leaves you wanting more, the way the game reveals the scope of the plot through every case like peeling the layers of an onion is cleverly executed. How it lets itself down, especially when compared to Lacuna, in my opinion is the amount of backtracking and running around the ship in search of this person or that one that you have to do to solve cases. The "fast travel system" drops you ludicrously far from your destination (sometimes totally on the wrong level) and for a game that is, partially at least, about people in a closed society feeling restricted by the system, it's rather amusing that there is no system to locate anyone on the ship. This being said the engaging story and the ethical choices you are asked to make along the way more than make up for this inconvenience and I highly recommend it on that alone. A note for achievement hunters: due to existing ethical choices, two playthroughs are mandatory to get all the achievements but you can use the knowledge you acquire in the first playthrough to "solve" cases rather quickly so the second playthrough will be much shorter than the first one.
Recommended with the caveat that this is NOT super friendly to people with ADHD or who don't like replaying a game. I thought i had the solution a couple times but it turned out to be a coinflip that i got wrong. Still, the world is great, the writing is good, and the gameplay is solid. It is a hardcore mode only game, which i think is its biggest flaw. Let people savescum. It's an accessibility issue.
Do not buy. There are bugs that prevent you from completing quests. The developer is aware but has not responded in like over a month despite multiple players pointing it out. Unclear how much you can actually play the game correctly. https://steamcommunity.com/app/1921980/discussions/0/796714946157357737/?tscn=1779416746
Fun Odo from ds9 simulator
문 하나 여는 모션에서 30초, 로딩에서 20초 걸려서 도저히 게임 진행이 안 됨. 최소한 이 게임을 엔딩까지 볼려면 문을 400번을 열어야 되는데 그럴려면 333분 이나 걸림. 무슨 전작 게임인 라쿠나에서 담배 한 개피 피는 시간보다 문 하나 열고 이동하는 시간이 더 걸리냐? 담배는 분위기오 볼거리라도 있지. 이 쓰레기 게임은 뭔 문 앞에서 하루종일 숨 쉬는 것만 봐야 된다.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Execute | $134K | 628 | 92% | $5.99 |
| Lost Lullabies: The Orphanage Chronicles | $134.1K | 512 | 71% | $10.99 |
| JumpJet Rex | $134.1K | 531 | 87% | $9.99 |
| 重生了还要我谈恋爱? | $133.9K | 485 | 92% | $7.99 |
| Wars of Napoleon | $134.1K | 121 | 52% | $39.99 |
| INDUSTRIA | $134.1K | 4.3K | 71% | $1.99 |