
Control the flow of time to solve puzzles in this new version of the indie classic, featuring fully repainted artwork, a new world of puzzles, and seriously in-depth commentary.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.29/day in the week to Aug 11 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish 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 | 1.9Kreviews | 92% | — | $764.8K |
| $19.99 | 576ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 127 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
考验智力,出神入化。
very nice
神,谜题设计不比见证者差,趣味性比见证者好得多,而且2d游戏没有晕3d的问题,甚至还能学习到设计制作游戏的知识。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese, Turkish +1 more
| $19.99 |
| 132ratings |
| 92% |
| — |
| not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 127 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Time manipulation, art style and story make this game one of the best platformers I've ever played.
nice game
nb
(Played to death on PS5) Jonathan Blow said this game sold like ass, and that's a shame. It's definitely worth a pick up, even if you know Braid by heart like I do. The enhanced graphics are probably the least interesting aspect of this re-release. They look nicer, sure, but until you start toggling between the old and new versions, you might not even understand what's different about the visuals. There are some new assets that give more life and story to the individual areas, but most art hews very closely to the original work, albeit with finer detail. Since the original aesthetic was very painterly, the lower resolution never detracted from it too much, so this part of the re-release feels the most redundant. More interesting is the enhanced music and sound effects, which really do feel generationally ahead of the original. The sound design is modern, crisp, and professional, whereas the old game sounded very much like a lo-fi indie game before indie games were even a thing. The music, meanwhile, has been processed and modified using many of the original licensed music's stems, and thus feel less like background ambiance and much more tied into the on-screen action and art. Some of the tracks dramatically change the tone of different worlds to make them feel more appropriate to the original's vision. By far the most interesting part of this release is the commentary world. It's a two-for-one concept: you get nodes to activate similar to other in-game commentaries like Half-Life 2 for example, that discuss art, music, sound, design, and programming, but you also get a fresh batch of puzzles. While the commentaries are hit-or-miss, there's roughly 12 hours of them, so there's bound to be something you connect with. They also have a nice interface that allows live visuals that show you any number of things. The sound designer, for example, actually shows himself manipulating the software he's using to create the audio, which is the kind of granular stuff you'd only expect to find in videos targeting audio producers. Jon Blow spends 10 minutes sketching out pages of algebra to explain the math behind player character acceleration on world 4's clouds where the player's movement affects time. Did I understand it? Absolutely not. But I pretended I did to impress my wife. She didn't give a ♥♥♥♥. She plays Disney's Dreamlight Valley. The 16 new puzzles, meanwhile, are all top-notch. They don't introduce any new mechanics, but they do use the old mechanics in ways that the original game didn't, and a few of the more clever puzzles make you feel like you're manipulating the systems in ways they weren't intended for. None of them are particularly difficult for people who understand the original game well, but they're fresh and fun and will take players at least a half hour to an hour to solve completely. I can nitpick the package a little bit. Most disappointing for me is the lack of a speed option on the commentaries. You can skip forward or backwards by 10 seconds, but you can only play at 1x speed - ironically, since this is Braid. I would have appreciated a way to plug my brain into the Matrix and absorb the audio faster, since many of the talks are delivered pretty slowly. I had to skip many of the nodes because they just weren't moving fast enough to hold my ADHD-addled modern brain's attention. My other nitpick is the visual design of the commentary world. It uses doors as links to other areas to listen to nodes, and oftentimes you get several links to the same area from different locations, and there are just doors.... everywhere. It looks cluttered and messy compared to the main game, and unnecessarily so. That's a shame, because some of that world's design is truly brilliant and better than anything in the original game. (For those in the know, my favorite was leading our courageous goomba friend across 6 different screens of traps.) Hopefully now that I've posted a glowing review, this game will sell millions of copies and Mr. Blow will fly out to my house to personally thank me. But I think it more likely that nobody will read this and Mr. Blow hates my guts for skipping some of the commentary nodes. I'm sorry Mr. Blow, I feel bad.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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