
Glitchhikers is a surreal journey through the spaces between places. A late night drive, a deserted airport lounge, a moonlit walk through an empty park, a quiet carriage on an overnight train. Who will you meet? What will you talk about? Where will the journey take you? Find yourself along the way.
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 Aug 26 → 0/day in the week after.
About

Glitchhikers: The Spaces Between is an introspective freeform game where the player chooses from four late night journeys, slips into a liminal space, and has a unique experience travelling into their own thoughts, guided by the characters they meet along the way.

The hikers you meet on each journey will travel with you for a time, offering thought-provoking conversations, and questioning your place in the universe. Who will you meet? What will you talk about? Were they real or just a figment of your imagination?

Bask in a freeform experience that holds space for you and your thoughts – you decide on the direction, the conversations you have are always open ended, and play sessions can be as short as 30 minutes or as long as you like, with many options for replayability. Talk to passengers on a train, walk through a park with your music player, sit with your thoughts on the endless open road, or even fly through a lonely airport terminal.

Discover an extensive original soundtrack full of chill grooves, upbeat wonder, dreamy synths controlled by your movement through space, and that one busker who makes you feel right at home: each journey has its own feel.

Expanding upon the original conceptual short game released in 2014, Glitchhikers: The Spaces Between offers returning players and newcomers even more to experience. This is a game that is here for you now, and in the future, whenever you need to find some spaces between the everyday flow of life.

Silverstring Media are a vital and vibrant voice within narrative indie games, creating a string of short experimental titles and working as narrative guns for hire on indie darlings including Celeste, Crypt of the Necrodancer, Where the Water Tastes Like Wine, Manifold Garden and Wandersong.

Sums Steam only; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99 | 167reviews | 78% | — | $33.3K |
| $4.55−65% | 9ratings | 60% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is an emotional journey, very fitting for the setting. The topics are deep and complex, navigated in a beautiful manner of brief encounters with others. I really appreciate the fact the game has the ability to toggle content warnings, checks in on you as you play, and provides resources if you arent doing well. This game very much is worth exploring, though be prepared to be emotionally affected by deep complex topics like death and existence
这个,与传统的游戏应有的样子完全是不一样的。没有什么需要去做的任务,没有什么需要去对抗的。我觉得这个是很难得的,至少从电子游戏诞生以来,应该是极少有这样的形式。毕竟,总得有什么“意义”,或者应该做些什么。不过我个人不喜欢的是在游戏过程中需要还是得对话,或者说是进行必须的互动。萝卜青菜,各有所爱吧。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 5/day in the week to Jul 16 → 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 2,402 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
| $12.99 |
| — |
| — |
| — |
| not modelled |
| $4.54−65% | — | — | — | 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 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this experience was one that filled me with such purpose, emotion, and meaning. I am so glad I found this amazing piece of artwork.
Glitchhikers: The Spaces Between, developed by Silverstring Media Inc. and published by Fellow Traveller, is a narrative experience that exists in a category few games attempt to occupy—one where the destination is irrelevant, and the emotional resonance of the journey becomes the entire point. It is built around the strange magic of transitional spaces: the late-night highway stretching endlessly into darkness, the fluorescent emptiness of an airport after the final boarding call, the quiet clatter of a train cutting across sleeping suburbs. These are moments when reality loosens its grip just enough for introspection to slip in, and the game leans fully into that sensation. Instead of pushing players toward goals, conflicts, or exposition, it invites them to inhabit the liminality—to breathe, to drift, to wonder. It is a work that acknowledges the beauty, melancholy, and philosophical possibility found in times when nothing “important” seems to be happening. Rather than presenting a conventional narrative arc, the game unfolds through fleeting encounters with enigmatic companions who appear in these in-between spaces. They are not exposition machines or quest givers but conversational partners—people who, like the player, are suspended in motion and temporarily removed from the demands of everyday life. Their musings are contemplative and often existential, touching on creativity, fear, isolation, purpose, mortality, and the difficulty of navigating a chaotic world. The writing avoids heavy-handedness, allowing dialogue to feel more like genuine reflection than scripted wisdom. Conversation choices shape tone rather than outcome, reinforcing the idea that these exchanges are not about persuasion or consequence, but about participating in a shared moment of vulnerability. Characters fade away without resolution, and the game trusts players to fill the emotional gaps with their own interpretations. Gameplay itself is intentionally sparse and unobtrusive. Movement and interaction serve as gentle framing devices rather than objectives, encouraging players to internalize atmosphere rather than “progress.” Each journey—whether by road, rail, or terminal—has a rhythm, gradually revealing new conversational partners and small surreal disruptions that remind the player that these worlds exist slightly askew from reality. Time feels softened, stretched, and occasionally non-linear, creating the sense that the physical space is secondary to the mental one. The refusal to assign urgency, failure states, or skill demands is a radical design choice in a medium often defined by efficiency. Glitchhikers suggests that sometimes the most meaningful moments arise when we stop trying to go anywhere in particular. The game’s sensory presentation plays a crucial role in shaping its emotional language. Visually, it blends minimalism with surreal color palettes—neon purples, hazy blues, pulsing pinks—that feel like memories rather than places. Landscapes distort, horizons glitch, and textures ripple as if the world is thinking through itself along with the player. The surrealism never overwhelms; it gently nudges, implying that reality is flexible, especially at 3:00 a.m. The soundtrack, meanwhile, offers an ambient, dreamlike mixture of synth tones, slow percussion, and drifting melodies that hold space rather than direct it. Soundscapes—engine hum, airport chatter, distant announcements—create a familiar framework, grounding the surreal in something deeply human. Together, the visuals and audio create a hypnotic sense of suspended consciousness, like floating just outside one’s own thoughts. Given its unconventional nature, the experience will not resonate universally. Players seeking clear objectives, branching plotlines, character backstories, or mechanical challenges may find the pacing too slow or the structure too diffuse. The game’s refusal to offer closure—emotionally, narratively, or thematically—may frustrate those accustomed to narrative payoff. Its conversations sometimes wander intentionally, embracing ambiguity instead of clarification. Yet these qualities are integral to its artistic identity. Glitchhikers is not designed to be consumed like a traditional game; it is meant to be inhabited, considered, and felt. Its value depends largely on a player’s willingness to sit with uncertainty and allow introspection to unfold naturally. What elevates Glitchhikers: The Spaces Between beyond a simple interactive art piece is its empathy. The game understands that modern life often leaves little room for quiet contemplation, that many meaningful thoughts arise not during major events but during commutes, delays, and late-night drives when the world feels paused. It validates the fleeting, the transient, and the unresolved, treating them not as narrative failures but as essential human experiences. In doing so, it becomes a gentle companion—a reminder that confusion, questioning, longing, and wonder are not personal flaws, but universal states of being. For players who seek games that challenge medium expectations, encourage introspection, and treat storytelling as emotional collaboration rather than delivery, Glitchhikers: The Spaces Between offers a rare and affecting journey. It asks only that you listen—to strangers, to the world, and to yourself. It lingers long after the screen fades, not because it answers life’s questions, but because it gives you space to ask them. Rating: 7/10
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made me cry. slow paced and contemplative
emotionally impactful yes yex
when you play this game, you have to be in the mood to read, when you arent, you will find this game boring and horrible, but i do enjoy it, i first played it for like 10min, hated it, a bit later i started again, in the mood to read, and i indeed like it, and it did made me think more... even when its mostly about maps now TwT
Mild recommendation. One man's art is another man's pretentiousness. I have talked to strangers on a train, talked to interesting hitchhikers I'had picked up, did a lot of long distance and night driving, talked to people traveling far in airport terminals and on hikes. That part of the game is all right. It's nice visually, the music is all right but that's not that important because it's not what it's about. The game is focused on contemplation and it did make me think about things, but probably not in the way it was intended. It made me thinking about how to make the game more interesting and less shallow while being aware of limits of a dialogue tree. Conceptually, I think there is an issue with the converations being short but more importantly - your answers are in most cases validated. I tried to put random answers to questions and the response usually is not a pushback but something like: "that's also a valid opinion". Contemplation does not come from things of which you are already aware without providing new context or challenge. Basically I would enjoy more if for every answer there would be more discord. Or maybe overall more dissent. I know that the authors stated they tried to make it safe and optimistic - I would much rather get my beliefs challenged.
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Players by region
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