
After returning from school, 12 year old Midori receives a message on the social network from a stranger. He invites her to play the "Blue Whale", a mysterious and dangerous game, at the end of which Midori should become a whale...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[quote][b]Warning: Developer Fraud[/b][/quote] In an act of brazen theft and fraud, the "developer" revoked all keys to the "Marwin and the Evolution Stone" game sold through third party sites like IndieGala and GoGoBundle, keeping the money taken from those resellers but removing the game from paying customers accounts. This is essentially theft through hostile, fraudulent action on behalf of this unethical developer. There's no guarantee the developer won't repeat this act of theft on other titles too. Under no circumstances should anyone by a game from this con artist and thief. Blue Whale is a badly made 2D retro pixel side scrolling "adventure" game hybridised with craptastic, badly written visual novel text spam. It's barely a game, and wasn't made with the intention of being a game, it's more of a pretentious "art not game" bit of trash. Here's the thing as games as art. Games can be art, if they're exceptionally well made. Badly made art, shoved into a game-like format doesn't make "art" better, however, it just makes gaming worse, which is apparently the goal of the "developer" for this junk. The game topic is also disturbing and delves into the topic of teen suicide, badly, for profit. That's right, the developer is trying to profit from this. You take on the role of a girl named Green (because the developer only knew one word in Japanese... and apparently not many words in English either, the writing here is horrifically bad, so bad that Google Translate should be ashamed of itself). You get invited to partake in a suicide game. Trying to address social issues through the medium of video games is misguided and can be harmful. While it's plausible to suggest the intention was noble, this can do more harm than good. Game developers are not professionals in areas of mental health and social problems, and when they use video games to pretend they are, this can cause far more harm than good. It's my opinion that it's improper to use video games to push political or social agendas. Apart from the harm such hamfisted attempts at addressing social problems can cause, this offers zero benefit to PC gamers. People suffering from health issues or other social problems should seek out professional help rather than going to crap shovelware video games attempting to get sales by exploiting such problems for their own benefit, as is the case here. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The game doesn't have any save game features, despite that being a basic standard for all games of this time. The developer might defend this as an attempt to make the game seem more "difficult" without them having to balance the game or do their job properly with engaging and challenging level design, but it's just as likely they simply couldn't work out how to make a save game feature work. Either way, that's a defect that adds another reason for gamers to avoid this game. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", Lissencephaly has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 5 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from (over 9,000 completely free titles), the overwhelming lack of interest in this low quality game is to be expected. Blue Whale has the far too high price of around $4 USD, it's not worth it given the defects and shortcomings with the product, especially considering the sheer number of completely free, much higher quality games on Steam.
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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
Probably the only game i ever really come to every now and then when i log on to steam. Sure the lack of being able to save is annoying, but that 1 chance mechanic atleast reflects reality to a degree. As a 27 Club member, this would be my go to.
Blue Whale, developed and published by Lissencephaly, is a short, narrative-driven psychological horror experience that leans far more on mood and subject matter than on gameplay systems. Built using a simple 2D framework reminiscent of classic RPGMaker titles, it places players in the role of a young girl named Midori, whose life takes a disturbing turn after being drawn into a mysterious online challenge. The game’s premise is grounded in real-world anxieties surrounding manipulation and vulnerability, and it uses this foundation to explore themes that are intentionally uncomfortable rather than traditionally frightening. From a mechanical standpoint, the experience is extremely minimal. Players guide Midori through small environments, interact with objects, and trigger story events that push the narrative forward. There are no complex puzzles or demanding challenges to overcome, and progression is largely linear, with occasional choices that influence how the story unfolds. This simplicity makes the game easy to engage with, but it also means that the gameplay itself rarely becomes a source of tension or excitement. Instead, it functions primarily as a vehicle for delivering the story and its associated atmosphere. Where Blue Whale attempts to make its impact is through tone and presentation. The game builds unease through subtle shifts in environment, unsettling imagery, and moments where reality seems to blur into something more surreal. Scenes often transition abruptly, creating a sense of disorientation that mirrors the protagonist’s psychological state. Rather than relying on jump scares or overt horror elements, it focuses on a slower, more lingering form of discomfort, drawing players into a narrative that becomes increasingly dark as it progresses. The story itself is fragmented and at times ambiguous, presenting events in a way that leaves room for interpretation. Players piece together what is happening through interactions and symbolic sequences, which can create a sense of intrigue but also leads to moments where the narrative feels unclear or underdeveloped. Multiple endings are included, offering some variation in how the story concludes, though the differences are not substantial enough to significantly extend the experience. The emphasis remains on the journey rather than the outcome. Visually, the game adopts a simple pixel-art style that prioritizes function over detail. While the environments are basic, they are used effectively to contrast ordinary settings with more disturbing or surreal moments. Changes in color, lighting, and composition help reinforce the psychological tone, even if the overall presentation remains limited. The lack of visual variety can become noticeable over time, but the game’s short length prevents this from becoming a major issue. Sound design plays a quiet but important role in shaping the atmosphere. Much of the experience is defined by silence or minimal ambient noise, allowing tension to build gradually. When audio cues do appear, they are understated, often serving to heighten unease rather than provide dramatic emphasis. This restrained approach aligns well with the game’s focus on psychological discomfort rather than overt horror. One of the most significant aspects of Blue Whale is its subject matter. By drawing inspiration from real-world issues and presenting them through a fictional lens, the game attempts to create a sense of relevance and emotional weight. However, this approach is also what makes it divisive. Some players may appreciate the attempt to tackle serious themes, while others may find the execution lacking in nuance or sensitivity. The game does not deeply explore its ideas, instead presenting them in a way that can feel more suggestive than fully realized. In terms of longevity, the game is brief and offers limited replay value beyond exploring its alternate endings. Once the story has been experienced, there is little reason to return, as the gameplay does not provide additional layers to uncover. It is very much a one-time experience, intended to be consumed in a single sitting. Ultimately, Blue Whale is a modest but conceptually driven horror title that prioritizes atmosphere and theme over gameplay and polish. It succeeds in creating moments of unease and presenting an unsettling narrative, but it struggles to develop its ideas into something more substantial. For players interested in short, experimental horror experiences, it may offer a brief but thought-provoking journey. For others, its simplicity and uneven execution may limit its impact. Rating: 5/10
I really enjoy the atmosphere and the overall detail that was put into the game.It is a really well made game for the price. I love the surreal feel, the topic it covers, and that there are different endings.It is a more relaxed horror game, similar to the Yume Nikki games. It's psychological. No, you can't save the game and when you die that's it. But I enjoy that, it adds to the topic. This game deserves more credit. Thanks to the devs.
A fun quick look into a dark concept in a simply told and creepy story. The only complaint I have that wasn't the game was it's hard to find any English walkthroughs or discussions on this game. This doesn't effect the game much except for maybe achievement hunting but it's still a fun one to try. I may try and make a walkthough if I have the time. But I suggest you try it out.
Oyun güzel ve zevkli ama çok kısa tutulmuş her şey.
I really like this game! It does deal with some heavy topics so please remember to check the warnings. It's pretty interesting to me, though I understand peoples frustration with the lack of a save function and a linear path without much variation.
The concept was good but it's frustrating because you can't save nor run and most achivements require the player to die. Something else that annoyed me was that pressing 0 restarted the entire game and was never said, I found that out by accedentally pressing 0 on the number pad next to the arrow keys.
+1 有成就 没中文 蓝鲸 十二岁的绿放学回家后,在社交网络上收到了一个陌生人的消息。 对方邀请她玩一款名为 “蓝鲸” 的神秘而危险的游戏, 而游戏的最后,绿要变成一头鲸鱼…… 这是死亡陷阱?都市传说?还是仅仅是孩童的玩笑? 走进这位少女的内心世界,陪她一同经历陌生人设下的种种考验, 坠入无尽的噩梦,解开这段离奇的故事,拯救绿。 《蓝鲸》是一款 2D 恐怖冒险游戏: 扣人心弦的剧情 多个结局 深刻压抑的氛围 超现实的梦境 探讨青少年自杀相关主题
一款很意识流的的游戏 说是游戏但我觉得游戏性不是很强 主要还是看故事(?) 也基本上没什么需要操作的地方可言[spoiler]唯一一个有点游戏性的地方是追逐战[/spoiler] 词汇和文本比较简单 没有汉化查一查词也能看懂 但是剧情和药告诉玩家的东西很意识流 得自己去感受 流程不长 但是中途没有任何存档点[spoiler]如果追逐战死了就歇菜惹[/spoiler] 似乎有一点致敬《梦日记》的感觉?绝望和心理恐惧的氛围很浓 有些地方的演出和表现我很喜欢 那种恐惧和未知结合的感觉我也很喜欢 在打折的情况下还算比较值票价 喜欢意识流氛围的话可以趁打折入手
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