
Haven Moon will transport you to a mysterious world where you have to explore abandoned islands and solve their secrets to find a treasure. In this Myst-like game inspired by Jules Verne’s universe, use your senses and intelligence to find your way through secret passages and curious machinery.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
A labour of love. No it's not quite up to the level of Cyan Worlds but it was made by one person!!! I wish I had the dedication to do something like this.
Pretty easy. There were a couple of parts which made no sense. But overall I enjoyed playing it. Worth the few $ for the game.
Lijkt op Myst.
Eh, François Roussel, avec un nom comme ça t'es français alors tu voudrais pas respecter les gens qui ont un clavier azerty ? Ca prend trente minutes à tout péter d'implémenter un mapping des touches sur unity. Bon le jeu. L'ambiance est sympa, c'est plutôt joli surtout pour un jeu très indépendant. Maintenant bon vus la quantité de décors.. L'ambiance sonore est... Ben y'en a pas, on alterne entre un vague bruit de fond de vent et par endroit une musique calme pas désagréable mais oubliable.. Les premières énigmes sont sympa, mais le jeu devient vite cryptique avec certaines mécaniques contre-intuitives et des trucs que j'ai trouvé au pif. Le scénario et le lore sont anécdotiques, se résume à deux pages de texte et basta. On doit faire plein d'aller-retour entre quelques iles minuscules et les trajets sont LOOOONGS.. Si à un moment on est sur telle ile et qu'on veut aller sur telle autre ile parce qu'on doit changer un tout petit truc on doit se taper parfois six temps de chargement au total... Deux fins différentes à débloquer, enfin si on peux appeler ça "deux" fins.. Concrètement c'est juste tu choisis si tu appuis sur ce bouton ou sur l'autre.. Et fichtre diantre mais que c'est COURT ! J'ai mis 3h et demi à le finir en trainant par moments, si on compte le temps de trajet entre chaque ile, pour 12€ c'est franchement abusé.. J'aurais préféré un jeu moins beau, compacté sur un seul lieu et avec plus d'énigmes, la franchement au dessus de 3€ ça vaut pas le coup. Dommage parce que le jeu avait l'air prometteur.
L'environnement est vraiment très joli. La mécanique générale du jeu est originale et très bien pensée. Je regrette seulement d'avoir tournée en rond longtemps pour deux actions cachées qui m'ont poussées à la limite de l'abandon. C'est sans doute une façon d'allonger artificiellement la durée du jeu qui, sans cela, aurait été bien courte.
Credo che disinstallerò questo gioco. Non è in lingua italiana ed è frustrante dover ricorrere ogni volta a dei trucchi per ottenere una traduzione delle varie note lasciate da Ektor Turren. Ma la cosa peggiore è che la navigazione nel gioco è troppo veloce e scattante e mi provoca capogiri e sensi di nausea già dopo pochi minuti, soprattutto quando si svolta a destra o sinistra o quando si guarda in alto o in basso. Magari e spero che ciò non capiti ad altri giocatori. Mi dispiace perché il gioco è sicuramente una meraviglia già solo per i paesaggi.
We really wanted to like this game. It looked like a work of passion from the creator. The graphics and sound are very Myst like. But that's all there is to like about it. There needs to be a game tutorial. There needs to be much better breadcrumb hints for getting you through the game. It's impossible to figure out where to go next. The puzzles are convoluted. Half way through we just gave up and quit. Even with the walk through it wasn't fun or worth our time. Even on sale I wouldn't suggest buying it.
A fun puzzle game experience, more on the shorter side but quite polished. Puzzles are very figure-out-able though it does often require the classic puzzle game thing of aimlessly walking around then going to bed to think on it. Also, note to potential players - left mouse click increments numbers, right mouse click decrements them (in case you don't look at controls like me) There are some parts that could have been improved, such as [spoiler] when searching for the signal on the telescope, the gauge does not go up unless you are already really close to the correct co-ordinate, leading to a lot of brute-forcing. The power grid was also pretty confusing, and though I think I understand how it works now, I didn't while playing. The bridge mechanic there was cool though. It would also have felt more satisfying if the puzzles had more immediate feedback when solved, instead of just becoming no longer interactable. On that note, it would have been great to see certain things happen, like the cannon shooting a lightning/laser beam in the direction it's pointed at, though I understand how with the way the Ateons were made to work, it hits while you're in them and not in the cannon control room. Finally, the ending felt a bit on the nose and kinda anti-climactic. If the value of knowledge was even subtly mentioned, or a bit more world building in general, it would have held more weight. [/spoiler] However, I don't feel that the above took too much out of the game for me. I still thoroughly enjoyed it, and think Haven Moon will stay with me for a while. Fantastic job for a solo dev!
10/10
worth $5 on sale fun but short.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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