
Featuring a beautiful, detailed open-world and a haunting soundtrack, Everybody’s Gone to the Rapture is non-linear storytelling at its best.
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.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
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Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a walking simulator. So you walk. and walk. and walk. You thought you could run, HAHHAHAHAHA, YOU FOOLS. you can only walk. For me at least, the shift button did not work. The landscape is very pretty, slow paced story. Relaxing environments. Stephen's dialogue is kinda redondant, he repeats the same things like 10 times, I was like, it's ok buddy, we got it the first time. *patpat. Would recommend if you like walking simulators, there's no choices, no puzzles, nothing, just following the story like a novel. Also worth it to mess around the video settings, for me what worked best was: (in advanced settings) 30 fps caps, temporal anti-aliasing OFF, vsync OFF, motion blur OFF. Also decreased the mouse sensitivity. Otherwise it made me sea sick.
honestly this is a hard game to recommend. if the actual physical gameplay of a game matters a lot to you i probably wouldnt get it--the walking is abysmal, which is arguably pretty important in a ♥♥♥♥♥♥♥ walking sim. if you dont want to spend four hours tripping over your own shoes in molasses, definitely dont buy this. that being said, if gameplay doesnt matter as much or if you like feeling like god turned you into a snail, this game is incredible. i genuinely adored the story itself, and for that alone it was personally worth it. its not "scary" in the sense of jumpscares at all, so if you dont do well with horror, i promise you'll be okay for this one.
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 14: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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*, Danish, Dutch, Finnish, Japanese*, Korean, Norwegian, Polish* +5 more
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I like walking simulators but this is hardly a game. Walk forward and look around occasionally until a button prompt appears. You can't even jump and you walk at a snail's pace. Just bad all around.
Exceptional narrative experience, beautifully told. The fantastic audio, music, art and special effects aren't just dressing, they are causally drawn into the telling. Listen to the bold summer's day around you at the start of the game and hear it change with each beat of the story; it is telling you something. The story is never dull, but it can sometimes be confusing, and that does take away from its power unless you make an effort to learn the complex web of character relations outside of the game. Some quick fixes that can help reduce frustration: Turn on subtitles. Use the map_save beta. Limit the FPS in the graphics settings to 60 or probably even 30. The story feels like classic John Wyndham science fiction. There's much of Midwich Cuckoos and Day of the Triffids flowing through it: something mysterious is going on in an otherwise idyllic English village and by some strange event you are the only one left who seems to be unaffected by it all. The challenge I had in understanding the story was that where in, say, the Midwich Cuckoos, the personal stories of the villagers are tightly bound to the mysterious event, in EGTTR the villager stories are largely unrelated and so add considerable cognitive load. To compound that much of the story is related out of sequence and without faces to help identify who is saying what (that's why I suggest turning subtitles on). But this was my personal experience as someone who always forgets names but never a face. Others might not struggle at all and have the perfect experience first time. For those like me there's always a second playthrough to enjoy.
Definitely recommended for fans of story rich games that leave you thinking long after the credits roll!
This isn't a game. It's a walking simulator that forgot the "game" part. You spend hours trudging at a snail's pace through a ghost town with zero mechanical depth and no way to sprint. It mistakes "tedium" for "atmosphere." The performance is abysmal and It runs like a slideshow, stuttering constantly despite the lack of actual gameplay. The combination of a fluctuating frame rate and a locked, glacial movement speed is a recipe for a headache.
"Everybody's Gone to the Rapture" (EGR) est avant tout un Walking-Sim. Il est important de bien le réaliser avant de se lancer, car l'aventure se résumera essentiellement à marcher, ouvrir quelques portes, écouter des messages et assister à des flashbacks. En soi, une interaction minimaliste que le genre impose. Un genre instigué par Dear Esther, qui n'est autre qu'un jeu de ce studio. Il n'est que justice que EGR soit un exemple aussi représentatif de cette catégorie de jeux que "The Chinese Room" a littéralement inventé. Mais si les walking-sims sont prévus pour être parcourus de façon linéaire pour suivre une histoire claire et dirigiste, EGR sors des sentiers en proposant par moins qu'un immense village en monde-ouvert ! Le joueur peut donc se balader dans ces lieux totalement librement, choisissant de tourner à gauche ou à droite, d'entrer dans telle maison ou une autre, d'aller voir derrière ou se contenter de rester sur la route principale : EGR offre une expérience différente selon le joueur, et qui a de quoi déstabiliser au départ. Il faut dire que, plongé dans ces paysages bucoliques, le joueur doit tout apprendre par lui-même. Seule l'indication de gameplay pour activer un noeud de flashback important est donnée en début de partie, mais pour le reste (ouvrir, activer, "courir", suivre ou pas les lumières, choisir sa route, ...) rien ne stipule quoi que ce soit à l'écran. La vitesse de marche est d'ailleurs un frein pour beaucoup de joueurs : le personnage est lent. Très lent. Il peut "courir", mais cela ne fonctionne que progressivement dans la marche, sans pour autant atteindre des vitesses de course réelle. Et bon nombre de fois, la vitesse de marche est réduite au minimum de façon très soudaine (certains endroits/moments spécifiques et autres intérieurs de bâtiments). C'est le choix qu'a fait le studio pour forcer à la contemplation. Un pari risqué qui a agacé beaucoup de joueurs qui s'en plaignent toujours avec force. Le scénario est intrigant, mais soyons clairs, ce n'est qu'un alibi riche et soigné pour justifier la "balade". Attention, la volonté de profondeur est présente, et clairement annoncée par la quête des scientifiques dans ce village, et de l'entité qui l'envahit. Bien des éléments sont présents pour montrer que tout est axé autour de la compréhension du soi, de la richesse de savoir qui on est et ce qu'on lègue. Entre symboles de dualité, d'infini (boucle), et travaux de Douglas R. Hofstadter, il y a de quoi faire pour approfondir le lore, lorsqu'on est curieux. Mais le point fort en tant que "jeu" ou "expérience interactive immersive", c'est avant tout la balade. Les graphismes détaillés et réalistes sont magnifiques. Il y a certes un côté daté qui peut apparaître aux yeux de joueurs exigeants lorsqu'on entre dans les maisons, mais les paysages sont absolument fabuleux. Tout y est reposant, comme une carte postale. le vent dans les champs, le moulin qui grince, les cours d'eau et leur clapotis, les sons naturels environnants, ... sans oublier les pages musicales qui sont servies avec soin, dépeignant avec goût chaque lieu et moment de façon délicate. Et dans cet univers, des boules de lumière, des téléphones qui sonnent, des radios qui énoncent des chiffres. Déroutant ! Ayant déjà découvert et terminé ce jeu sur PS5 en 16 heures, j'ai pu bénéficier du cumul de mon expérience et de l'aide des objets disséminés pour boucler le jeu en 6 heures. Mais il convient bien de considérer qu'il faut plus de 12 heures pour terminer le jeu, et bien plus pour le "platiner" à 100%. Ce qui est en soi une excellente durée de vie que certains joueurs pourront quintupler à loisir, pour le plaisir simple de retourner en ces lieux. EGR est donc un jeu qui, par son concept, déplaira à beaucoup de joueurs plus habitués à avancer rapidement, à avoir des choses précises à faire (à attaquer ou à résoudre), ... mais lorsqu'un joueur a ce qu'il faut comme passion et patience pour les Walking Sims, EGR a tout pour devenir un jeu culte, une expérience marquante inégalable. C'est en ce sens que je choisis de conseiller ce titre. Pour tout le bien qu'il peut apporter à une petite partie des joueurs qui sauront apprécier l'expérience, et mériteront d'en venir à bout à plusieurs reprises pour découvrir toujours autre chose.
A beautiful, touching, immersive story, with forcing the player to move slowly, which I don't think is the best solution, but I appreciate the intention.
I really, [b]REALLY[/b] wanted to play this game. It's been on my wishlist for years, and the first 15 minutes completely hooked me. Unfortunately, the [b]optimization simply doesn't exist[/b]. My PC is powerful enough to run the game at maximum settings, but for some reason it lags terribly even when I lower everything to the minimum. Hate to do it, but I'm going to refund it and just watch a playthrough instead. What a shame.
This game feels very poorly optimised for PC. A lot of stuttering when walking and when turning the camera. There was also the occasional screen tearing. I like the premise and the mystery, the environments are beautiful and the OST is lovely, but the game itself is unfun to play. I'm sure other reviewers have mentioned the walking speed, but it is terrible. Considering that there's quite a large area for you to explore, the walking speed is criminal and there's so much hidden lore off the main path, you probably won't want to go searching for it because it takes forever. It's one of those games I wish there was a neutral button for because I recognise why it was so important for the genre and I enjoy the setting, but other games have done what it does better.
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Where this game's players are, estimated from review languages.
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