
Travel across landscapes devastated by a catastrophic climate meltdown, following a small family in search of somewhere habitable. With limited supplies and facing potential death at every turn, your choices will decide their fate. Will they manage to settle down?
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About

End of Lines is an interactive graphic novel, set in the near future. Following a climate-induced apocalypse, a group of survivors centered around a small family wanders in the devastated countryside of Southern Europe, looking for a livable place to settle.
The sky is red. Or is it?
The air’s so hot it feels red.
When did it stop being blue?
A battered old paper with words I can’t read
and lines that fade and melt across the tears and folds.
Lines that guide us towards hope.
The hope of a welcoming land.
And yet, we don’t know what we’ll find beyond the map.
Where the lines end.

Each choice matters: manage the supplies and the morale of your group in a ruthless environment where death may be encountered at any time.
A poignant vision of what may lie ahead: the story is set at the end of the 21st century, in a world where nothing has been done to counteract climate change.
A family unit at the core: follow Camille, Nora, their son Sam, the lively “Uncle” Rafik and the diverse cast of characters they befriend on the trail.
A beautifully illustrated storybook: with each playthrough, experience a novel-sized adventure and a portion of the hundreds of hand-painted illustrations created for the game.
An immersive and finely-crafted soundtrack.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
[url=https://relaxing-gameplaid.net/end-of-lines] [b]La mia recensione completa[/b] [/url] [b]== Trama ==[/b] In un futuro non troppo distante verso la fine del nostro secolo, sotto un cielo avernale e su di una Terra divorata dalla desertificazione e arroventata dal riscaldamento globale (o *"global boiling"*, non "semplice" global warming), da qualche parte nel deserto del Sahara al confine tra Algeria e Niger, la Matriarca di una tribù in lotta da anni contro il caldo crescente, deve prendere una terribile decisione: spingere sua figlia maggiore e sua erede, Nora, a scegliere insieme a Rafik, un altro uomo del gruppo, i volontari con cui abbandonare la tribù. Insieme a loro dovranno inoltre andare Sam, il bambino figlio di Nora e Camille, il marito di lei, uno straniero venuto da "nord" e che a nord può quindi ritornare, ammesso che le condizioni là siano ancora vivibili. Quando Nora accetterà le volontà di sua madre, partirà la loro avventura verso il nord e l’Europa, in cerca di un angolo in cui sopravvivere. [b]== Grafica == [/b] ***La grafica è un'avventura visiva.*** Estremamente artistica e con una palette intensa, sul genere "concept art" come stile e livello di dettaglio: tutto è molto abbozzato e non c'è nulla di anche solo definito. Gran parte di ciò su cui posiamo gli occhi è creato da paesaggi approssimativi e lineamenti accennati, macchie di colori caldi ed ipersaturi per trasmettere l'estremo livello di calore e le fiamme che dominano la nostra povera Terra. Farci l'abitudine è ovviamente inevitabile, quindi se non vi piace all'istante datele un po' di tempo. Quando mi ci sono abituato io, ho subito un po' un'epifania: sono passato dal far caso solo al basso livello di dettaglio al rendermi conto di come con poche pennellate digitali ben distribuite ed un uso sapiente della palette davvero carica, ambienti ostili come il clima che li ha divorati venivano delineati perfettamente. [b]== Meccaniche == [/b] Senza entrare troppo nei dettagli per non spoilerare (ma si possono trovare nella mia recensione scritta sul mio sito, all’inizio di questa!), End of Lines è una visual novel piuttosto classica con una narrazione semplice e molto diretta. Facente però parte del gruppo “le scelte contano”, i tre personaggi principali rappresentano tre personalità diverse e, di conseguenza, altrettanti approcci a problemi e situazioni. Ogni scelta che prendiamo, ogni bivio narrativo, appartiene ad uno di questi. In base a quante risposte diamo per ogni tipo, gli equilibri del gioco possono cambiare, fino a portare a cambi di narratore (si parte con Camille). C’è anche qualcosina riguardo le provviste. Niente che si possa gestire direttamente, essendo una visual novel e non un survival, ma in certi punti il gruppo avrà la possibilità di fermarsi e lì possiamo decidere se mandare qualcuno a cercare risorse o meno. In base a quante ne abbiamo e a quante persone ci sono nel gruppo, è possibile che se ne aggiungano altre o che al contrario abbandonino. [b]== Colonna Sonora == [/b] La musica c'è, ma è davvero *pochissima*. In quasi sette ore di gioco, ho trovato forse una decina di scene -o giù di lì- , che avevano qualche tipo di colonna sonora: una sosta al campo, un ricordo, un momento di tensione o pericolo, un'esperienza importante, un incontro cruciale e cose simili. Potrei quantificare la musica, all'incirca, come una comparsata ogni ora. Ma perché ne parlo al singolare? Perché **non tutto ciò che è simile nel gioco, ha automaticamente una musica di sottofondo**. Non tutti i momenti di pericolo, non tutti i ricordi, non tutte le scene al campo. Dominano i suoni assordanti e la natura che li produce: ronzii, vociare di gente, il vento che urla, il crepitio degli scheletri rinsecchiti di ciò che un tempo erano piante, ma che tutt'ora soffrono l'estremo calore. ***Oppure il silenzio.*** Perchè non c’è NIENTE attorno a loro. Solo la pacifica, immota ostilità di un mondo che sta perdendo (o forse ha già perso) il resiliente ma al contempo fragile equilibrio che permetteva la vita sulla sua superficie (mentre attorno a ne si accumulava l'ANSIA). [b]== Cosa Penso == [/b] Dico grazie per la possibilità che mi è stata offerta di giocare questa bellissima storia, sia lato artistico, sia per raccontare un futuro distopico purtroppo molto verosimile che tocca al contempo non solo i temi ambientalisti, ma anche il mantenimento dei legami familiari e sociali come collante per l’empatia e del “rimanere umani”. Un’avventura davvero molto immersiva, che se giocata in estate diventa ancora più soffocante e realistica. I personaggi sono tutti ben sviluppati e strutturati, il worldbuilding accurato, le interazioni con altre situazioni ed altre persone davvero toccanti e a volte drammatiche. Senza l’offerta, probabilmente non l’avrei mai scoperto!
This game is great...lots of choices....replayability...great art, music, writing, and story. I got a "rare" achievement that made the game so sentimental and sad. It ended well in my route. It's a great game! I recommend it. It was pricy for me but it's well worth the money!
End of Lines is a narrative-focused adventure that explores survival through an emotional and deeply human perspective rather than traditional mechanics centered around combat or large-scale resource systems. Developed and published by Nova-box, the game places players inside a future devastated by environmental collapse, creating a journey where difficult decisions, personal relationships, and resilience become more important than physical power. Instead of presenting survival as an empowering fantasy, End of Lines examines the emotional weight carried by people trying to endure the consequences of a world that has changed beyond recognition. Set near the close of the twenty-first century, the story imagines a future where climate disasters have permanently altered civilization. Entire regions have become increasingly hostile to human life, forcing survivors to leave familiar places behind in search of safety and stability. Players follow a small group traveling across ruined landscapes while trying to preserve what remains of their hope and humanity. The narrative revolves around Camille and Nora, their son Sam, and their companion Rafik as they move toward an uncertain destination where survival may still be possible. The premise establishes a quiet but powerful atmosphere immediately, focusing on ordinary people facing extraordinary hardship. The strongest aspect of End of Lines is its emphasis on relationships. Every member of the traveling group feels important, not simply because they contribute to survival, but because their emotional well-being influences the journey itself. The game presents survival as something larger than food management or practical decision-making. Morale, trust, and emotional stability become equally important factors. Players are responsible not only for keeping the group alive physically but also for maintaining the fragile connections that hold everyone together during increasingly difficult situations. Decision-making serves as the foundation of progression. Choices carry weight throughout the adventure, often leading to consequences that shape future events in meaningful ways. The game avoids obvious right-or-wrong answers, instead asking players to make difficult judgments with incomplete information. Some choices affect supplies or safety, while others influence relationships and emotional outcomes. This structure creates tension because uncertainty remains a constant presence. Players rarely feel fully in control, reinforcing the vulnerability that defines the overall experience. Resource management exists, but it never overshadows the storytelling. Supplies remain limited, and difficult situations force players to carefully consider priorities, but systems are intentionally streamlined to support narrative immersion rather than dominate it. End of Lines understands that its strength lies in emotional investment rather than mechanical complexity. The survival elements function as tools to reinforce atmosphere rather than becoming the primary source of challenge. Visual presentation contributes heavily to the game's identity. The hand-crafted illustrated style gives the world a unique appearance that feels melancholic and reflective without becoming visually overwhelming. Environments damaged by environmental collapse retain an unexpected beauty that strengthens the emotional impact of exploration. The contrast between ruined landscapes and artistic presentation creates moments that feel both tragic and strangely peaceful. The visual style supports the game's slower pacing exceptionally well. The soundtrack also plays an important role in shaping atmosphere. Music remains understated throughout much of the journey, allowing quiet moments and emotional scenes to resonate naturally. Combined with the visual design, audio presentation helps establish a reflective tone that separates End of Lines from more traditional survival experiences. The game encourages players to slow down and absorb its world rather than rushing from one objective to another. Replayability comes through branching outcomes and varied consequences tied to player choices. Different decisions can lead to alternate developments and changing narrative paths, giving players reasons to revisit the journey after completion. The game does not rely on replayability through mechanical variety alone. Instead, it encourages exploration of different emotional outcomes and leadership approaches, reinforcing its focus on storytelling. The environmental themes running throughout the experience provide some of the game's strongest material. Climate collapse is not treated as background decoration but serves as the foundation upon which every major event unfolds. The world feels unsettling precisely because it feels believable. End of Lines presents a speculative future that remains grounded enough to encourage reflection without sacrificing its narrative identity. Players expecting traditional survival mechanics, action systems, or extensive crafting may struggle with the game's deliberate pacing. End of Lines commits fully to storytelling and emotional decision-making rather than conventional gameplay loops. Its slower structure demands patience and investment in narrative progression. Those willing to embrace that approach will likely discover an experience that feels thoughtful and memorable. End of Lines succeeds because it stays committed to its vision. It tells a deeply personal survival story shaped by emotional choices, uncertainty, and perseverance in difficult circumstances. Through meaningful decision-making, atmospheric presentation, and a powerful thematic foundation, it creates an experience that remains impactful long after the journey ends. Rating: 8/10
Interesting premise.
Another fantastic game from Nova-Box. As always the art is beautiful, the sound design is great. I've seen some complaints that its got a political agenda, and this is true, but i have no issue with that. Nova-Box makes some of the best interactive graphic novels around, and it's really worth the time/money if your into these sort of games.
J'ai adoré End of Line, un jeu narratif magnifique et émouvant qui donne envie d'explorer toutes les possibilités. Je conseille vivement aux joueurs de débloquer les quatre fins du jeu. En quelques points : - Visuellement magnifique, on est rapidement immergé dans les différents environnements et ambiances (gros coup de cœur également pour le design de Nora ♡). - Une superbe bande-son qui accompagne très bien le jeu et crée des montées d'émotions qui ont su me faire couler quelques larmes. - Des personnages attachants qui génèrent de véritables enjeux quant à leur survie. - Les différentes voies et points de vue auxquels le joueur a accès, en fonction de ses choix, donnent envie de relancer une partie aussitôt la précédente terminée. - Le jeu aborde avec finesse les thématiques liées à l'écologie et au réchauffement climatique, mais tout à fait d'actualité, et n'hésite pas à nous offrir ce qu'il faut d'espoir et de tendresse.
Ce jeu est vraiment incroyable, comme tous ceux que j'ai pu tester du studio. Il est très bien écrit, les illustrations sont magnifiques et la musique est aussi très belle. Comme leurs jeux précédents, il pousse à réfléchir sur de nombreux sujets, ici les valeurs humaines et l'avenir de notre planète. J'apprécie aussi que les développeurs mettent en avant une diversité dans leurs personnages sans tomber dans le cliché. Bref, gros coup de coeur !
Nova-Box has made yet another amazing story game.
A somber journey through a ruined world. Novabox does a great job establishing a compelling romance. Their journey of survival is tense and exhilarating. Great work as always.
👍
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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