
A "Blind" simulator that lets you experience a new perspective and immersive sensory journey. Step into a world of darkness using your guide cane.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 6 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
You Can't See! but your senses draws the world
You lost your vision and memory due to an accident. Your guide cane became your new "eye"! You navigate environments that are familiar or distant— home, subway, a bustling street—illuminating objects through touch and memory.
Control Your Cane
With each touch, your cane brings the world to life. Uncover objects that hold meaning, from a humming boombox to the scent of a flowering plant.
Choose Your Experience
Enjoy this unique experience immersive, whether you’re a casual player seeking a heartfelt narrative journey, or someone who wants the tension of a true-to-life simulation.
Explore, Discover, and Interact
Navigate your surroundings not just by cane, but through hearing, memory, and imagination. Listen for distant footsteps, the rush of a subway train, or the breeze through trees as you piece together your world.
Genres
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I think this game is pretty unique, I would have liked if the developer explored this kind of concept more in the game with more unique ideas but maybe for another time. The game was fun and pretty cool and I thought the narrative was good, I would have liked it if when you touch an item of importance there is some dialogue the character might have so the whole narrative is a bit more strong. But overall I enjoyed it
Игра великолепная, задумка и реализация просто космос!!! По сути, проходя незнакомые локации мы реально их изучаем, ведь по сюжету игры мы потеряли память и не понимаем куда идти, что делать и т.д. Первые минуты да, не удобно, не понятно… НО!!! В этом то и суть игры про слепого человека. В этой игре не зрение ваш источник информации, а слух и память. Я долго еще могу рассказывать почему игра хорошая, но думаю на этом можно закончить. Моя оценка 10/10!!!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, French, Italian, German, Korean, Traditional Chinese, Turkish +1 more
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun concept not a fan of the exceution of it
*Blind Touch*, developed and published by Flygogo Games, is an unusual and ambitious indie experience that sets itself apart by stripping away one of gaming’s most fundamental elements: sight. Instead of relying on visuals to guide the player, it builds its entire design around sound, spatial awareness, and interpretation, placing you in the role of a character who has lost both vision and memory. This premise is not just a narrative hook—it defines every aspect of how the game is played, turning even the simplest actions into exercises in perception and patience. The core mechanic revolves around using a cane to interact with the environment. Each tap generates auditory feedback that helps you understand the space around you. Surfaces, walls, objects, and open paths are all communicated through subtle differences in sound, forcing you to mentally reconstruct the environment piece by piece. At first, this process can feel disorienting, even overwhelming, as you struggle to interpret what the game is trying to convey. However, as you spend more time with it, a rhythm begins to form. You start to recognize patterns, anticipate spatial relationships, and move with more confidence. This gradual learning curve is one of the game’s most compelling aspects, as it transforms confusion into understanding in a way that feels genuinely earned. The environments themselves are grounded in everyday settings—apartments, public spaces, and urban areas—but they take on a completely different character when viewed through the game’s sensory system. What would normally be simple navigation becomes a careful process of listening, probing, and interpreting. Crossing a room or navigating a street requires attention and deliberate movement, creating a constant sense of tension. The game doesn’t rely on traditional obstacles or enemies to challenge the player; instead, it turns the act of moving through space into the primary challenge. This design choice gives the experience a unique kind of immersion, one that is less about spectacle and more about perspective. Narratively, *Blind Touch* takes a restrained approach. There are no heavy exposition dumps or clearly defined story beats guiding you from one moment to the next. Instead, the story unfolds gradually through interaction and context, mirroring the protagonist’s own fragmented understanding of their situation. This creates a subtle but effective connection between player and character, as both are trying to make sense of the world with limited information. The emotional impact comes not from dramatic storytelling, but from the quiet process of discovery and adaptation. That said, the game’s strengths are closely tied to its limitations. The absence of visual feedback, while central to its identity, can also lead to moments of frustration. There are times when it is unclear how to progress or what the game expects from you, and without visual cues to rely on, these moments can feel more like guesswork than problem-solving. The pacing, too, is deliberately slow, emphasizing careful movement over momentum. For some players, this will enhance the experience, creating a sense of immersion and realism. For others, it may feel tedious, particularly if they are accustomed to more dynamic gameplay. Presentation is driven almost entirely by audio design. Sound is not just a supporting element—it is the primary tool through which the game communicates. Subtle variations in tone, direction, and intensity provide the information needed to navigate, and when it works well, it creates a surprisingly vivid sense of space. However, because so much depends on this system, any ambiguity or inconsistency in the audio can disrupt the experience. The game demands focus and patience, and it does not always accommodate players who struggle to adapt to its unique approach. In the end, *Blind Touch* is a game defined by its willingness to take risks. It offers an experience that is fundamentally different from most titles, asking players to engage with its world in a way that is both unfamiliar and thought-provoking. It doesn’t always strike the perfect balance between innovation and accessibility, and its slow pace and occasional अस्प clarity may limit its appeal. However, for those willing to embrace its design, it provides a memorable and distinctive experience that lingers long after it’s over. Rating: 7/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.1K | 23 | 70% | $7.99 | |
| $0 | 0 | — | Free | |
| $10.9K | 37 | 59% | $9.99 | |
| $4.5K | 108 | 79% | $2.99 | |
| $277 | 23 | 61% | $0.99 | |
| $0 | 8 | 100% | Free |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $20.1K | 52 | 77% | $9.90 | |
| $20.1K | 188 | 71% | $4.99 | |
| $20.1K | 141 | 90% | $4.99 | |
| $20.1K | 155 | 97% | $4.99 | |
| $20.1K | 707 | 87% | $1.99 | |
| $20K | 99 | 97% | $7.99 |