
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 →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 677 reviews with recorded playtime.
Reviews
Themes across 676 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
fantastic game I sadly experienced too late
I played through it normally, I played it in audio guide mode, I freely explored the map and took lots of photos. It's one of the best games I've ever played.
Очень разочаровывающе.
peak game
对于生活中的种种不幸,大多数人最先想着的是逃避,可真正能够解决其不幸的根源的方法便是面对它,森林中那对父子的悲剧对应了主角的逃避,如果说主角最后能学到什么,便就是回头去面对自己的妻子,面对自己生活中的不幸,主角和女主一直无线电对话却没见到面,给我的感觉就像人与人的关系都是遵循距离产生美的定律的,一旦见面以及走近了也许就没有当初的那份幻想与美好了,总的来说游戏的剧情还是挺不错的,有种淡淡的感觉,但恰到好处,游戏的其他方面的话就是有点小BUG,交互的时候主角可能会一直往后退,以及被障碍物挡住的时候可能会被卡住,但也都是些小BUG,作为独立游戏已经很不错了,推荐喜欢偏剧情向的游戏玩家游玩
艺术与氛围感、带有怀旧插画风格的艺术设计。怀俄明州的荒野、落日下的群山和繁茂的森林组合在一起,每一帧都美得像壁纸,非常适合喜欢在游戏中漫步、看风景和拍照的玩家。 极具沉浸感的电台对话: 游戏的核心玩法是通过一部对讲机与你的女性上司 Delilah 进行互动。游戏配音文本扎实、情感细腻且极其自然,两人的对话充满幽默、试探与成年人之间的情感共鸣。你的对话选择会微妙地影响两人之间的关系走向。 独特的孤独与悬疑感: 故事始于主角 Henry 为了逃避现实生活中的中年危机和痛苦,来到深山成为一名火警瞭望员。随着剧情推进,原本平静的护林生活被一系列诡异的事件打破,游戏营造出了一种孤立无援但又充满好奇的悬疑氛围。
Uzun süredir bu kadar güzel yazılmış derin karakterleri olan bir hikaye görmemiştim. Karımız demans hastalığından sonra biz escapism olarak yangın gözetleme kulesinde işe başlıyoruz. Ama asıl hikaye hiç görmediğimiz bizimle aynı işi yapan farklı gözetleme kulesinde kalan delilah'ın telsizden bizimle iletişime geçmesiyle başlıyor. Delilah Npc bir karakterden çok insan olduğunu hisettiren gri bölgede bir karakter. İki karakter de gerçek hayatla yüzleşmek yerine kaçmayı tercih ediyor. Ama sonunda Henry karısını bırakmasının yüküyle yüzleşmeyi tercih ederken delilah henry'le arkadaşlığını büyük orman yangınından sonra bir veda etmeden sonlandırıyor. çünkü Delilah gerçek hayatla yüzleşmekten hep kaçmış bir karakter. Delilah kusurlu bir insan. Bir çok önemli şeyi görmezden geliyor ve yüzleşmek istemiyor. Bu sürede Delilah ile Henry telsiz üzerinden kusursuz bir arkadaşlık yakalıyorlar. Çünkü birbirlerinin sadece göstermek istedikleri yüzlerini görüyorlar. Gerçek dünya araya girdiğinde telsizdeki o büyü ve arkadaşlıkları bozuluyor. Henry’nin hikayesi de güzeldi. büyümenin ve iyileşmenin tek yolunun acıyı arkada bırakıp kaçmak değil o acıyı kabul edip onunla yaşamayı öğrenmek olduğu anlatılıyor. Bu kadar kısa sürede bu kadar derin bir hikaye anlatmak zor. Ayrıca Oyunu yapan Stüdyoyu valve tarafından satın alındıktan sonra yeni yapacakları oyunun bütçesini deadlock saçmalığına vermişler ve oyunu yapanları farklı yerlere göndererek stüdyoyu kapatmışlar. indie geliştiricilerin indie olarak kalması gerekiyor.
I went into Firewatch not really knowing what to expect, and it ended up being one of those games that sticks with you. The conversations between Henry and Delilah felt so real that I actually found myself looking forward to every radio call. It never felt forced or overly dramatic. The world is gorgeous too. Walking through the forest while the story slowly unfolds is surprisingly relaxing, even when things start getting creepy. The atmosphere does a great job of making you feel isolated without relying on cheap scares. I know some people weren't happy with the ending, neither was i. Why couldn't she just wait a minute? I actually wanted to see how she looks like after speaking to her over the radio for so long!! If you're looking for fast-paced gameplay, this probably isn't for you. But if you enjoy games with great writing, memorable characters, and a story that stays with you after you finish it, I'd definitely recommend giving Firewatch a try.
While the atmosphere and the art direction are pretty nice, the story commits the greatest possible sin in fiction: being pointless. It might as well not have happened at all. It’s like the writer set out to set up plot lines and resolve them in the most mundane, least interesting way possible. There’s dialogue and action decisions at various points, too, but none of them materially affect the outcome, beyond a character saying a different line. [spoiler] * The girls who get reported missing? They just went for a joyride and ended up in jail. * The love interest? She just flirts for no reason and is not at all interested in the protagonist. * The shady research facility out in the woods? It’s just a perfectly ordinary scientific installation tracking the movement and behaviors of fauna. (This is actually not even a mystery really; it’s quite obvious to any player right from the start.) * The main characters being spied on? It’s just a crazy veteran messing with them for no reason. * The protagonist’s personal problems surrounding his sick wife? Nothing gets resolved by the end one way or another. The trip to the wilderness was a waste of time that just put a pause on things and he returns home neither better nor worse than he left. [/spoiler] If the message is that running away from your problems doesn’t achieve anything, I guess it’s applicable, but it falls flat because it just feels like the narrative is incompetently constructed instead.
Well.... a good game where nothing happens.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, Russian, French, German, Spanish - Spain, Simplified Chinese, Japanese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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