
Double is an action-quest game telling about a fight with a mental disorder by immersing in dreams. Choose your way and find out how this mystical story ends.
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Languages: English, Russian, Spanish - Spain, Portuguese - Brazil, Simplified Chinese
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
No sabía bien qué esperar y terminé metido en una historia bastante densa sobre la mente y la realidad. Lo que más me atrapó fue esa sensación constante de no saber qué es real y qué no, con decisiones que intentan darle peso a todo lo que haces. La atmósfera y la música ayudan muchísimo a meterte en ese mood incómodo. Eso sí, no todo es bueno. El gameplay es bastante simple, el combate se vuelve repetitivo y se nota que es un juego con recursos limitados. Además, los bugs y fallos técnicos rompen bastante la experiencia, y hay momentos donde la historia promete más de lo que termina entregando. Aun así, tiene algo especial. No es para todos, pero si te gustan las historias psicológicas medio raras, te puede enganchar.
очень классная игра, советую всем
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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
Double, developed and published by Tomato Fantasy Games with support from GrabTheGames, is a psychological action-adventure that blends storytelling with surreal atmosphere. At its heart, the game follows Carlos, a war veteran who now finds himself confined to a mental asylum while grappling with trauma and fractured memories. Rather than presenting a straightforward linear plot, the game splits reality and illusion, immersing players in the constant tension between what is real and what exists only in Carlos’s mind. This creates a disorienting but compelling experience, where dreams and nightmares begin bleeding into everyday life until it becomes difficult to tell them apart. The narrative is one of Double’s strongest elements. Instead of offering a simple story of survival or escape, it places emphasis on moral choices and personal dilemmas. The game does not shy away from asking the player to confront uncomfortable questions—whether to trust medical staff, embrace therapy, or indulge in increasingly disturbing visions. Each decision shapes how the story unfolds, allowing multiple outcomes and encouraging players to think carefully about Carlos’s state of mind. This focus on choice gives the game replay value, since different playthroughs can reveal variations in how Carlos handles his fractured reality. Gameplay itself mixes action with exploration and decision-making. In dream sequences, combat often becomes the focus, with Carlos facing distorted enemies that seem born from his subconscious. These battles aren’t especially deep—enemy and weapon variety is limited—but they serve as a physical manifestation of Carlos’s struggles. Outside of combat, exploration segments in the asylum or other grounded locations provide quieter, story-driven moments, giving the player time to reflect on the decisions they’ve made and what they mean for Carlos’s future. This shifting balance between action and narrative is part of what makes Double unique, even if the execution isn’t always flawless. Visually, the game uses a style that complements its themes rather than striving for high fidelity. Dream worlds are surreal, filled with odd shapes, glitches, and distortions that mirror Carlos’s mental state. These artistic touches can sometimes feel rough, but they are deliberate in evoking unease and reinforcing the blurred line between imagination and reality. The soundtrack deserves special mention for its atmospheric impact. Whether it’s quiet and somber during reflective moments or tense and distorted during combat, the music anchors the player in Carlos’s psychological turmoil and often elevates otherwise simple gameplay sequences. Despite its strengths, Double is not without shortcomings. Some players may find the combat repetitive due to the lack of variety in enemy encounters. The transitions between dreamscapes and reality, while intriguing at first, can lose some of their impact over time as similar patterns repeat. The narrative choices, though meaningful in concept, don’t always diverge as dramatically as players might hope, leading to the sense that certain outcomes converge too neatly. Additionally, minor translation or localization issues occasionally disrupt the flow of dialogue, though they rarely prevent understanding. Where Double succeeds is in its ability to deliver a moody and thought-provoking experience at a modest scale. It is not a long game, and that works in its favor—its story-driven design avoids overstaying its welcome, offering a focused journey that can be completed in a handful of hours. Its low price point and inclusion of Steam achievements also add incentive for multiple playthroughs, giving players reasons to experiment with different choices and endings. Overall, Double stands out as a creative attempt to explore mental illness, trauma, and the fragile line between reality and fantasy through interactive storytelling. It is best suited for players who value atmosphere and narrative weight over polished combat mechanics or fast-paced action. While it has its flaws, the game’s sincerity, haunting tone, and thematic ambition make it a worthwhile experience for fans of psychological tales. Those looking for a traditional action-heavy title may be underwhelmed, but players drawn to surreal stories with moral ambiguity will find Double an intriguing and memorable journey. Rating: 8/10
Шедевр.
Pessimo.
i LOVED THIS GAME
Неплохая неизвестная игра про шиза, где ты сам станешь шизом.
What the ♥♥♥♥ even just happened?
Fascinating and insightful game with a meditated soundtrack.
"Double" by Tomato Fantasy Games feels like it wants to be a deep psychological experience, but it just doesn’t land. The story is vague to the point of being confusing, the gameplay is minimal, and the atmosphere, while eerie, doesn’t do enough to keep you engaged. It tries to be unsettling, but instead, it just ends up feeling empty. Cool concept, but not much to actually play.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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