
Faraway is an adventure game, a modern tribute to Myst. In Faraway you're an adventurer exploring ruins of ancient temples full of challenges and mysterious riddles.
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/day in the week to Sep 1 → 0.29/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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
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Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hours of game play, tricky puzzles that keep you on your toes and a great variety. The story line is intriguing as well, I recommend it and am looking forward to playing the sequels!
很久远经典的解谜,解谜难度不大,提示很明显,就是过程中的收集开隐藏关太难了,不想找攻略再来一次了 对于想要适应晕3D的人来说还是值得一玩的,全程走路的镜头很平稳,开始有点晕,玩完之后已经完全适应了
Not good, not worth the money. When the puzzles aren't so mindbogglingly easy you'd think you're playing a new Portal 2 player's test chamber, they are obtuse and arbitrary, with multiple possible solutions. But mostly they're so easy it feels like a pointless excersize in busywork. Go do a load of laundry or clean some furniture instead of this, it's more fun
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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*, French, Italian, German, Spanish - Spain, Arabic, Czech, Danish, Dutch, Finnish, Greek, Japanese +11 more
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
これでいいのか?っていうヒントあったけど分からないからって思う場面が後半1つあったのと、最初の所でアイテム置いたけど消えたバグがありもう1度最初からスタートしました。途中までやって戻ってやり直すとこうなるのでやり直さないほうがいいです。ゲームとしては楽しかったです
OUI ET NON LA DERNIÈRE ÉNIGME OU IL FAUT ETRE REPIDE ME DESOLE DANS CE JEUX . AUTREMENT JEUX SYMPA. MAIS QUE JE N4AIS PAS TERMINER ? D4OU MA FRUSTRATION
作为移动端移植本身游戏还行,单纯游戏来讲可以打个75分,整体难度不高,2-3小时可以通关,每关都有点新花样。但是14关的观察杆子摇摆幅度的谜题中有恶性bug,题目采用了新的,但是答案仍为移动端版本,导致货不对板无法过关。2025年了该问题仍未修复。大大的扣分点。
It's pretty good. I can't figure out how to break all the pots or get the photo achievement. All the note puzzles are pretty unique, but once you get a handle on them, pretty cool. Maybe I'll play it again next year once I've forgotten everything
Faraway: Director’s Cut, developed by Pine Studio and published by Snapbreak, is a serene and visually engaging puzzle adventure that takes the familiar mechanics of the original Faraway mobile series and elevates them into a richer, more atmospheric experience. At its heart, it is a game about exploration and quiet discovery—a journey through mysterious ruins and forgotten temples that blend ancient architecture with strange, almost alien technology. The game’s minimalist storytelling and striking visual design create an experience that is as much about mood as it is about logic. Rather than bombarding the player with exposition or complex systems, Faraway invites contemplation, asking you to unravel its puzzles at your own pace and absorb the beauty of its world along the way. The premise is simple but effective: you assume the role of an unnamed traveler searching for answers about his missing father. Guided only by cryptic notes and environmental clues, you progress through a series of intricate temple ruins spread across sun-drenched deserts and long-abandoned landscapes. Each level represents a self-contained puzzle sequence that gradually increases in complexity as you proceed. You explore the environment in first-person, manipulating switches, rotating devices, aligning patterns, and uncovering hidden symbols that open the path forward. The Director’s Cut version enhances this experience with improved controls, smoother 3D navigation, and fully free camera movement—elements that help transform the game from a mobile-style point-and-tap adventure into a more immersive, console-quality exploration. The puzzles themselves are designed with elegant simplicity, focusing more on observation and spatial reasoning than brute-force difficulty, which helps maintain a steady rhythm and ensures that progress always feels rewarding. Visually, the game achieves a distinctive style that feels both minimalist and evocative. The environments are rendered in a clean low-poly aesthetic, with strong use of color, light, and geometry to evoke a sense of wonder. The temples, towering stone gateways, and endless sand dunes convey a haunting sense of isolation and mystery, reminiscent of classic adventure settings like Myst or The Witness, but without their punishing complexity. The deliberate simplicity of the art direction gives each scene a painterly quality, emphasizing shape and light over excessive detail. This minimalism allows players to focus on solving puzzles without visual clutter, while still feeling drawn into a coherent world filled with ancient secrets. The Director’s Cut also refines the presentation with updated textures and enhanced lighting effects that breathe new life into the original mobile design, making the ruins feel more tangible and atmospheric on a larger screen. Sound design plays a vital role in setting the tone. The ambient soundtrack is subdued yet deeply immersive, featuring soft instrumental melodies that ebb and flow with the environment. Each temple hums with quiet energy, punctuated by the mechanical clicks and echoes of moving stone, distant wind, and the faint sound of footsteps on ancient floors. These subtle audio details contribute to the game’s meditative quality, making exploration feel calm and unhurried. The addition of occasional voice narration adds emotional weight to the player’s solitary journey, offering glimpses of reflection and loss that tie into the overarching story. The overall effect is one of tranquility—a rare feeling in a genre often defined by tension or time pressure. Faraway succeeds precisely because it understands that atmosphere can be as engaging as difficulty when crafted with care. In terms of structure and pacing, Faraway: Director’s Cut is built around twenty core levels and a few bonus stages, each lasting roughly ten to fifteen minutes depending on the player’s curiosity and thoroughness. The game’s loop—explore, solve, progress—is deliberately predictable, which gives it a comforting rhythm. However, this consistency also means that it rarely surprises after the initial few levels. The puzzles, while smartly designed, remain accessible and tend to repeat familiar logic-based motifs rather than introducing radically new mechanics. For some players, this accessibility will be a strength—it allows for relaxation and immersion without frustration. For others seeking a deep challenge, the ease of most puzzles might come across as underwhelming. The inclusion of collectible notes that expand on the protagonist’s backstory adds a mild sense of discovery, but the narrative remains intentionally sparse, leaving much of the interpretation to the player’s imagination. From a technical standpoint, the Director’s Cut is a noticeable upgrade from the original mobile release. The ability to freely move and explore each environment instead of being confined to fixed camera points adds greatly to the sense of immersion. The controls are smooth and intuitive, though a few players may find the absence of options like key remapping or mouse sensitivity adjustment a minor inconvenience. Performance is excellent even on modest hardware, reflecting the game’s efficient design. It’s a short experience, lasting only a few hours, but it makes good use of that time by maintaining a steady flow of puzzles and exploration. There are no unnecessary diversions or filler sequences—every area feels purposeful, each puzzle a step closer to uncovering the story’s quiet mysteries. Faraway: Director’s Cut succeeds not because it overwhelms the player with complexity or narrative ambition, but because it understands how to create atmosphere and meaning through simplicity. It’s a game about curiosity, about moving forward in search of something elusive and profound, and about finding beauty in ruins long abandoned. Its calm tone and accessible design make it an ideal choice for players who want to unwind while still engaging their mind, offering a satisfying balance between logic, exploration, and contemplation. While it may not rival larger puzzle adventures in scope or depth, its restraint becomes its greatest strength. For those who appreciate thoughtful world-building, tactile puzzle design, and the meditative pleasure of discovery, Faraway: Director’s Cut stands as a quiet, polished gem—an elegant reminder that even the smallest journeys can feel grand when they’re crafted with care. Rating: 6/10
cool puzzle game, i liked to play this on mobile!
loved it, puzzles weren't too challenging, nailed the atmosphere
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Players by region
Where this game's players are, estimated from review languages.
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