
Guide two brothers on an epic fairy tale journey from visionary Swedish film director, Josef Fares and top-tier developer Starbreeze Studios. Control both brothers at once as you experience co-op play in single player mode, like never before.
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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, Portuguese - Brazil, Russian, Simplified Chinese
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 601 reviews with recorded playtime.
Reviews
Themes across 600 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
hasta babalarına şifalı zemzem götürmek uğruna canavarlar yetiler devler müritler zindanlarla dolu bir yola çıkmaya yollanan 7-8 yaşlarındaki çocukların hikayesi, sonuçta en kötü ne olabilir ki?
Heartwarming great early game from Starbreeze Studios, 505 Games. Directed by Josef Fares - (It Takes Two and Split Fiction) Worth a play!!
A beautifully crafted little adventure with a story that hits hard. The dual‑stick controls are a bit finicky at the beginning, but you get quickly used to it. The game delivers some of the most natural, wordless storytelling I’ve seen. The world feels like a dark fairy tale: cozy one moment, unsettling the next and the emotional payoff is absolutely worth the ride. It’s short, it’s focused and it sticks with you long after the credits roll. Not perfect, but definitely special. [b][8.5/10][/b]
DO NOT BUY THIS GAME UNLESS YOU OWN A COMPUTER WITH A RIGHT CTRL KEY the game does not have button remapping, so you'll just be stuck and unable to progress in the game very early on. i made the mistake of not playing the game immediately upon purchase, and despite explaining the issue clearly in multiple refund requests over the years, they are always rejected without comment. excellent support, you guys. it's been a known problem mentioned in the discussions tab for a literal decade. definitely not going to buy a controller just so i can play this 3 euro game, so. whatever 👎 i can't speak to the quality of the story, characters, etc since i can't play the game lol
A beautiful cinematic platformer that felt like a playable fairy tale with interesting mechanics and a gut wrenching story. Please play!
1. Сюжет-9/10 2. Графика-6/10 3. Геймплей-10/10 4. Аудио-8/10 5. Динамика-7/10 6. Сложность-8/10 7. Время игры-2+ часа 8. Баги-9/10 9. Персонажи-9/10 10. Миссий-8/10 11. Локаций-8/10 12. Цена-брать по большой скидке (75-90%) П/с: Игра тронула душу. Было приятно в нее играть. Однозначно рекомендую.
Pros: ‣ Decent story that nearly made me cry as I've been through this journey. ‣ Pretty environments to look at, and scattered benches you can sit on that emphasize this. ‣ Solid audio work. Aligns with the surrounding world. ‣ Much more graphic than expected. Definitely not a family-friendly title. ‣ Puzzles were not hard but were kind of fun (though some actions got repetitive). Cons: ‣ Short. ‣ No idea what was being said, although the subject matter is obvious. ‣ Movement is stifled when the camera rotates, and required constant re-adjustment. Took away from the experience where movement of two characters is key. ‣ Mostly linear and fixed pathways. ‣ There are boss battles but defeating them is not any more of a challenge than the rest of the game. TL;DR Take a short dip in to a fantasy world where the goal feels meaningful but achieving said goal is simple. This game will hold your hand and then try to hug you. Good for a single playthrough if you can get over the joystick issues. Would grab on a sale.
One of the best examples of gameplay telling a story near the end Very impactful.
Brothers: A Tale of Two Sons, developed by Starbreeze Studios AB and published by 505 Games, is a rare and memorable example of a game that unites emotional storytelling and mechanical innovation in one seamless experience. It tells a deceptively simple tale of two young brothers who embark on a journey to find the water of life in hopes of saving their dying father. What begins as a fairy-tale adventure through an enchanted world slowly unfolds into a profound exploration of grief, connection, and human vulnerability. From the moment the player takes control, it is clear that the game’s heart lies in its ability to make players feel rather than simply perform. The most striking feature of the game is its control scheme, which assigns each brother to a different side of the controller. The left stick and trigger govern the elder brother, while the right stick and trigger guide the younger. This design forces the player to inhabit both characters simultaneously, coordinating their movements as if controlling two halves of a single soul. The older brother is physically stronger, capable of pulling levers and helping his sibling climb, while the younger brother is smaller and more agile, able to slip through narrow passages and reach places his older counterpart cannot. This dual control not only challenges the player’s coordination but also creates a metaphor for unity and dependence—two individuals working together as one to overcome adversity. Every puzzle, obstacle, and cooperative task reinforces the importance of their bond, making the controls themselves an extension of the narrative. Visually, the game paints its story with a rich and evocative art style that resembles a living storybook. Each environment tells its own quiet story, from the tranquil villages and sweeping valleys to the mysterious caves and perilous mountain cliffs. The use of color and lighting enhances the emotional rhythm of the journey, shifting from warm and hopeful tones to somber hues as the brothers’ adventure grows darker. The world feels alive and carefully constructed, filled with small, wordless details that communicate more emotion than dialogue ever could. Accompanied by a hauntingly beautiful musical score, the atmosphere captures both wonder and melancholy, drawing the player deeper into the emotional landscape of the brothers’ struggle. A unique aspect of the storytelling is the absence of spoken language. The characters communicate through gestures, tone, and an invented language that transcends words. This choice strips away linguistic barriers and emphasizes universal emotion, allowing players of any background to understand what is happening through pure visual and emotional cues. The simplicity of communication magnifies the sincerity of the story, making every interaction feel instinctive and human. The bond between the brothers is expressed through small acts—helping one another climb a ledge, comforting each other in fear, or sharing a moment of quiet admiration at the sight of a majestic creature. Each sequence reveals something new about their relationship and the world around them without ever relying on exposition. As the journey unfolds, the game delves into deeper themes of loss, responsibility, and personal growth. The brothers encounter both beauty and tragedy as they cross lands filled with magical beings and silent ruins, each step reflecting a different stage of their emotional development. What begins as a mission of survival evolves into a coming-of-age story that challenges the player to confront the fragility of life and the pain of letting go. The final act, in particular, delivers a powerful emotional impact that lingers long after the screen fades to black. It demonstrates the rare ability of interactive storytelling to evoke empathy not through cinematic spectacle but through player participation and subtle design choices. Though the game’s brevity and straightforward puzzles might disappoint those seeking complexity or replay value, its strength lies precisely in its focus. The puzzles serve their purpose as narrative bridges rather than mechanical tests, designed to maintain pacing and emotional immersion. The simplicity of these challenges ensures that players of all skill levels can experience the story without frustration, keeping attention fixed on the brothers’ journey rather than mechanical mastery. The game’s duration—roughly three to four hours—is enough to tell a complete, resonant story without overstaying its welcome, leaving an impression of elegance and restraint that few longer games achieve. Critically, Brothers: A Tale of Two Sons was celebrated for its creativity and emotional resonance, earning numerous awards and near-universal acclaim. Its artistry lies in its minimalism: it tells a story that could have been cliché but transforms it into something deeply human through thoughtful design and symbolic gameplay. The dual-control system remains one of the most innovative storytelling devices in modern gaming, and its influence can still be felt in later narrative titles that attempt to merge gameplay with emotional expression. It is a work that respects the intelligence and sensitivity of its audience, trusting players to interpret meaning without overt guidance. Ultimately, Brothers: A Tale of Two Sons stands as a testament to how video games can transcend simple entertainment and become instruments of emotional reflection. It proves that storytelling in games does not always require words or grandiose systems—sometimes all it takes is the shared strength of two brothers, a well-crafted world, and the courage to let silence speak. It is a short experience, but one that touches the heart with rare sincerity, leaving the player not just with memories of a journey completed, but with the lingering weight of its message about love, loss, and the unbreakable bond of family. Rating: 9/10
Brothers is that rarest of beasts; the perfect game. It does exactly what it sets out to do, does it beautifully, and wraps up at just the right time. In an era where so many "games" are just frameworks to manipulate your neurochemistry to devour all of your free time and income, it was so refreshing to revisit an obvious passion project that still hits as hard as it did when I first played it over ten years ago. The game is elegant in its simplicity. The titular brothers are on a quest to retrieve some medicine for their ailing father, which will require them to go on a perilous journey to the Tree Of Life. You play as both brothers, each tied to their own analog stick for movement and one of the trigger buttons for interaction. You can generally move one brother at a time if you find it easier, but learning how to control them both effectively at the same time was one of the more satisfying elements of the game for me. The game fits best in the adventure genre, as you explore the world, avoid danger, and solve puzzles to make progress. Mind you, there's nothing wrong with a complex game, but there's a magic here that would be lost if it were more, well, video game-y. The simple controls and lack of inventory keep the screen UI-free and allow you to fully immerse yourself in a gorgeous fantasy world. Characters express themselves via gestures and excited bursts of a fictional language, rather than pausing for long bouts of exposition. And the game is linear enough so that you'll never be stuck wondering what the next move is. Your main goal is obvious enough, but you'll still get to enjoy some other little triumphs along the way, like reuniting a loving troll couple and saving some baby turtles. The game is about four hours long, and the basic controls and relatively simple puzzles make it accessible for just about anyone who can wield a controller. Brothers is the rare game where the biggest challenge will be to your emotional stability, as opposed to anything involving game mechanics. I won't spoil anything here, although that's probably a bit redundant at this point. If people know only one thing about this game, it's the trail of broken hearts it has left in its wake. Don't let that discourage you from sharing this with your children, though. Kids, maybe more than anyone, need some melancholy in their art to prepare them for the miles ahead. While I wouldn't say the game has much replay value, I did enjoy my second go quite a bit. I could autopilot the puzzles and really take in the beautiful art work and music. I love how abstract the game is, letting your imagination run freely. You'll come across the remains of a battlefield of literal giants, traversing their dead bodies, and the brothers seem relatively unfazed by the whole thing. Is this just a typical occurrence in their world? I don't know, and I like that I don't know. So, should you buy this game? Absolutely. It's well worth the full price, but there's no shame in waiting for a sale. Times are lean. My only suggestion is to NOT buy the remake instead of this version. I'm sure there's nothing terribly wrong with it, but it doesn't need to exist in the first place. This game is absolutely stellar as it is, and looks and sounds fantastic. Yes, heaven forfend, it looks like a game released in 2013, and that's okay. It's great, even. We don't need to constantly retouch and resurface a game each time we hit a new hardware plateau. Part of the joy of art is in the nostalgia, and seeing a snapshot from a time and place that we either remember personally or wish we could have experienced first-hand. The endless remastering of art - especially when the original version gets delisted - is shredding our shared cultural memory like so much confetti. So get this game, and this version in particular, while you still can.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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