
A humorous adventure set in a 3D parody of the internet. Diverse puzzles, beautiful worlds, friends, experiences, upgrades and more, await those who 'log on'!
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): 0.86/day in the week to Jul 30 → 2.86/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
Genres
Sums Steam only; GOG, 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 | $14.99 | 2.3Kreviews | 92% | — | $546.7K |
| $2.59−80% | 31ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
love the game but I couldn't finish it bc I'm out of ideas what to do
[i]I only found out this game existed because the sequel came out a few days ago. I was initially planning on skipping this and go straight for the sequel but I'm glad I didn't.[/i] Broken Reality is a game that mixes exploration, puzzles and collectathons all into one package that takes place in a surreal digital world where the player is tasked with the initial goal of collecting likes to become 'viral'. The world of broken reality can best be described as a virtual world created for the late 90s internet. Think of VRChat, Second Life or Playstation Home if they were coated with the vaporwave aesthetic that was once popular back in 2015 (with a little MLG montage references sprinkled in here and there). The gameplay of Broken Reality is very reminicsent of Barrnacle, where you unlock tools and abilities in a mostly linear sequence that then allows you to go deeper into the virtual world where you can find quests, beautiful set pieces and occasionally you might stumble upon some lore. The plattforming and the puzzles all felt well balanced. Nothing felt too complex or too easy and overall I enjoyed my time with the game and ended up beating it on the same day I started it, which doesn't happen often since I take a lot of breaks when playing games. The game also does a superb job in capturing the vaporwave [b]A E S T H E T I C[/b] both with the visuals and the music. Overall, I liked the game but I wanted to like it more. A few parts of the game felt underdeveloped such as how the 'likes' worked. In the grand scheme of things their only purpose was to gate the player from entering different worlds, but personally I wish having more likes had a impact on gameplay, such as how you interact with the world or how NPCs interact with you. The story also felt it could have been more but more on that later. I also ran into a few bugs, most of which was minor ones that didn't affect my experience too much. However, one bug with the slow-motion upgrade forced me to shut down the game and boot it up again to fix it. There were also some few frustrating parts, all of which took place in the world called "Geo-City". Upon this point the game was pretty linear and it didn't communicate to me that I was missing an important upgrade that was preventing me from progressing so instead I was aimlessly walking around where the map showed me where I needed to be, thinking the game bugged out. But as it turned out I had to visit another world first before I could continue, which the game never clarified. As for the story, it is pretty simple. Early on it is revealed to the player that the world is becoming corrupted following a schism between two developers that occured when investors gets involved into what was once a pet project between friends. That is pretty much what there is to the story... or so I thought until I reached the ending sequence. The end sequence makes me think the developer tried to tell us a bit more complex story that symbolizes something, however I could be huffing copium and overanalyzing due to me wanting there to be more to it. That being said, this is a brief summarization of my theory based on the ending sequence. (SPOILER WARNING): [spoiler]The story at face value is as follows: NATEM (the virtual world) gets corrupted dues to viruses being able to replicate and you have to shut it down. There are theories that you are either a random user or the other developer who disappeared and is now returning to shut if down once and for all. I think there is a hidden meaning of the story that symbolizes living in delusion and that there are two possible ways to interpret it which is either the player dying OR getting their life back together. My theory is that throughout the entire game you are in some sort of purgatory, dreaming up a delusion of a paradise called NATAM to cope with your broken life. However the delusion is falling apart and now the only way forward is to shut it down. [b]The Death Theory:[/b] In the game, as you jump down the pit in the Innernet for the first time you enter a place called Styx, which in greek mythology is the river between the overworld and the underworld. In Styx you are guided by an orb of light called Phi. When you reach the end of Styx you jump down another pit, which could be the final stretch between Styx and the underworld. As you fall in, everything around you breaks until you are suddenly in your apartment and for the first time we get a glimpse of what the real world looked like. In your apartment are items that could be found in NATAM such as stickers and magnets of the moon, the sun and the rank badges. Your katana can be found in the closet and figurines of the passengers from the love cruise can be found on the bookshelves. Your apartment is pretty beat up and things have not gone well in life by the looks of it. There is no bed, only a mattress. In the bathroom are bottles of pills of what we can assume to be anti-depressants as well as a broken mirror that has been punched. There is also a woman in the apartment who refuses to look at you and always turns her head from you as you walk around. In the game she was a helpful assistant who helped you through your journey. Here, she probably was your girlfriend. The breakup could be the catalyst as to why you have gone down this path, or the breakup could be a result of it. The apartment shows you are living a broken life which the player tried to escape from by dreaming up NATAM. NATAM could also represent addiction to games such as Second Life where the player ignores the real world in favor of the digital world, hence the name [b]Broken Reality[/b]. But for one last time we have returned to the real word before shutting down the game... or in this case your own life. As you shut down the game at the computer you are presented with one final sequence, showing you abstract visuals as the song "ℬÆ" by 'Death's Dynamic Shroud.wmv' plays. I believe the abstract visual represents your vision as your brain is slowly dying, which only becomes more distorted as it goes on. Meanwhile as this is happening, you can hear the lyrics "I've been dying over you", "I think I've finally had enough" and "Want back my ignorance and bliss" until the visuals becomes so distorted it finally fades to black. [b]The 'Getting-Your-Life-Back-Together' Theory:[/b] Back at Styx, the orb of light that guided us through a maze brought us to a pit that looked very similar to the one we came from. My theory is that Phi guided us back to the start, giving us a second chance. As we fall in, the world breaking appart around us symbolizes us leaving NATAM for good, and when we are shut down the PC back at our apartment we are back in the real world, ready to get our life back together. When you shut down the PC, if you turn towards the woman fast enough you can see that she is looking at the player, which she refused to do earlier. Because we are finally abandoning NATAM, she can look us in the eyes again. I don't have theory as to what the visuals could mean during the very final sequence but the lyrics could still apply all the same except this time rather than having enough of living you are having enough of living a lie. [/spoiler]
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**languages with full audio support
| $14.99 |
| — |
| — |
| — |
| 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 100 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Арт-объект который надо просто чувствовать геймплейно не напряжно ,очень хороший темп визуально приятно сюжетно артхаус 5 лайков из 5
Super cool game and very (very) colorful lol. The mechanics were fairly few and simple, yet there was so much to do/ explore! I love how there's a little nod at not being able to jump in the game, and yet having to rely solely on the rainbow mouse and bookmarker doesn't (really) make the game hard to complete. There were some bugs here and there (I kept walking through portal doors w/ activated portals but didn't actually teleport (and sometimes would fall out of the map) but it didn't take away from the game much at all. I heard there was a skeleton bug, but luckily for me I didn't get this bug. There were times I got soft locked because things wouldn't load in (some of the hidden eyes for some reason), but I just simply restarted and was able to fix the issue. Also using the numbers (1-6) to change the tool would either not work sometimes (I would have to press it more than once to get the tool to change), or the toolbar wouldn't show an active change in tool (despite the tool in my hand being different than what the toolbar said). Overall, nice game, nice story, a bit laggy at the end lol 9/10. (P.S my hours are so long cuz I was being super thorough lol)
A fun series of puzzles with interesting mechanics and an amusing world
Cool
one of the best games tbh.
definitivamente un juego unico
Aesthetic
peak ... really good ! puzzles were fun. little janky but not bad. liked the theme, ending was cool. good for sale price, got it for like $3.
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $546.5K | 1.9K | 95% | $14.99 | |
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| $546.2K | 3.7K | 95% | $4.99 |