
Firewatch is a single-player first-person mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio.
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.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 99.5Kreviews | 91% | — | $30.5M |
| $19.99 | 42.3Kratings | 90% | — | not modelled | |
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
Reviews
Themes across 1609 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like it all, the story, the design style, the conversation, just perfect!
waterlook is awesome
Very heartbreaking and looks beautiful for a 2016 game
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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*, Russian, French, German, Spanish - Spain, Simplified Chinese, Japanese*languages with full audio support
| $19.99 |
| 24.4Kratings |
| 92% |
| — |
| not modelled |
| $19.99 | 2.2Kratings | 78% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing game. I overall don't like games like, but this one I love.
一个很好玩的走路模拟器,风景真不错
[h1]Firewatch[/h1] [i]A summer alone in the woods, a voice on the radio, and something moving between the trees.[/i] [b]First-person narrative adventure | ~4-6 hours[/b] [h2]What it's about[/h2] It's the summer of 1989. You play as Henry, a man who takes a job as a fire lookout in the Shoshone National Forest in Wyoming, largely to put some distance between himself and a life that has become hard to face. Your world is a watchtower, a map, a compass, and miles of pine and canyon in every direction. Your only human contact is Delilah, your supervisor in another tower across the valley, reachable by handheld radio. The whole game is built on that connection: you report in, she teases you, you decide what to tell her and what to keep to yourself. Then small strange things start happening in the forest, and the two of you begin piecing together what's going on while the fire season closes in. Mechanically it's simple. You walk, climb, rappel, navigate by reading an actual paper map rather than following a marker, and you talk. No combat, no fail state, no pressure beyond the story's own. [h2]What it does well[/h2] [list] [*][b]Writing and performance.[/b] The dialogue between Henry and Delilah is the best thing here — funny, awkward, warm and evasive in the way real conversations are. Rich Sommer and Cissy Jones deliver it with a naturalism that makes the radio feel like a lifeline rather than a menu. [*][b]A place you actually inhabit.[/b] Olly Moss's art direction gives the forest a bold, poster-like palette — burnt orange dusk, deep blue night, haze-yellow afternoon — that makes every vista feel composed on purpose. Paired with map-and-compass navigation instead of waypoints, you genuinely learn the terrain, and by the end you know your way home. [*][b]Tension without threat.[/b] Nothing in these woods can kill you, yet the middle stretch is quietly nerve-wracking. The unease comes from isolation, imagination and Chris Remo's restrained score rather than jump scares. [*][b]Pacing that respects your time.[/b] A single summer told in a handful of hours, with no filler. It also makes a nearly ideal first game: forgiving controls, nothing to master, and short enough to finish in a couple of sittings without losing the thread. [/list] [h2]Worth knowing[/h2] [list] [*][b]The ending is quieter than the build-up.[/b] Firewatch cares more about what the mystery does to Henry than about the mystery itself. If you spend the middle hours building elaborate theories, you may come away feeling the payoff is quieter than the setup promised — though on its own terms, that quietness is the point. [*][b]Your choices shade rather than steer.[/b] Dialogue options change the texture of Henry and Delilah's relationship, not the events. Replays mean new lines, not a new story. [*][b]It's short, and light on "game".[/b] Anyone looking for systems to master or challenge to overcome won't find much. What you're buying is a story and a place. [/list] [h2]Summary[/h2] Firewatch is a small, near-perfect piece of storytelling. It takes a premise with almost nothing in it — one man, one tower, one voice on a radio — and makes it completely absorbing through writing, performance and a forest you come to know by heart. Its restraint is deliberate: the light mechanics, the modest length and the understated ending are all in service of a story about loneliness, escape, and the strange intimacy of talking to someone you've never seen. [b]A short game that leaves a long shadow. Worth playing, and worth sitting with once the credits roll.[/b]
或许如今的你正在逃避现实,这没错,但,我们都没法逃避爱与责任
El juego es muy entretenido y la historia me gustó aunque me esperaba algún giro más extraño. Como aspecto "negativo" tengo para decir que encontré varios bugs. Habré jugado 5 veces la historia y el logro de "Ol' Shoshone" no me salía, de hecho no sé qué fue lo que cambié hasta que salió. También me pasó varias veces que el juego me mostraba un objetivo que ya había completado y nunca cambiaba. Terminé el juego teniendo un objetivo que era del capítulo 2
Visuals and Soundtracks are immersive and engaging. This game nails atmosphere and kept me wondering what's next especially with the mystery of the guy with the other radio etc.. Story line is nice as well as relatable to many people, it handles multiple themes that could be interpreted differently which is something I'm really fond of personally in story games. Doesn't need a NASA pc to run it, is fun to play in your downtime to unwind, however I'd recommend getting it on sale as it has low-replay value and the gameplay duration is only around 3-6 hrs unless you do multiple runs for diff endings/dialogues.
This game is very fun. I love the exploring aspect of it. The story is so soft, and your choices weigh on you. I think there's the occasional bit here and there that irked me with the story, but I could see how actual people would react they way they do, especially with the situations at hand. If you pay attention, you can 100% the game in one playthrough. The visuals, however, are well worth replaying the game all on their own
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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