
Our eyes define and shape everything that happens in life. Become a delivery courier for EyeBallStore and help the residents of Limbo Alley see the world in a new light after a long time spent in darkness.
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About
Hi! These Are Your Eyeballs is a monotonous game in which you have to work as a courier delivering eyeballs for 9 days. The biggest challenge this game has to offer is time management. Average playthrough time is ~2 hours.

In the gloomy and oppressive panel houses of the post-Soviet landscape, residents have lost the light of their lives and are doomed to exist in darkness. You are the courier for EyeBallStore, and only you can deliver new eyeballs to the inhabitants of Limbo Alley, giving them a chance to see the world anew.
Your task is straightforward — deliver orders on time. But it's not that simple: delays are almost unacceptable, and each time you fail to meet the deadline, your clients' hope for a better life fades even more. You have nine shifts to help the residents of Limbo Alley. Each new day is tougher than the last, but it all depends on how you approach your mission.
Are you ready to shoulder this burden and face what's waiting for you?

Every resident of Limbo Alley has their own story and reasons for losing the light in their eyes, but not everyone is willing to share it openly.

Explore gray panel buildings where every corridor is steeped in despair. Along the way, you may experience a warm yet inexplicable nostalgia from the atmosphere of Limbo Alley.

For completed deliveries, you'll receive a literally meager reward, which can be spent at the EyeBallStore.
Whenever possible, acquire new items and upgrades — they'll help you fulfill orders faster and more efficiently!

Delays over time can lead to negative consequences for the residents and, consequently, for your final shift. Everything is in your hands — including the orders.

The creation of this game was inspired by a theme that has been simmering in my friend's and my minds for years — the fading of the human spirit. We observed this even as children when we looked at adults, and we see it two decades later when we look at ourselves. Things in the world and society change; new circumstances and details emerge; some things get better, others worse, but internal human struggles retain their essence across generations.
This game is, in many ways, a reflection on how, through simple yet abstract means, one might help a fading person see the world anew, soothe traumas accumulated over the years, and try to love life once again.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
[code] Ещё больше обзоров ты найдёшь в нашей кураторке[url=steamcommunity.com/groups/DreamsofGenesis] Dreams of Genesis [/url] [/code] [h1] Привет! Это Ваши Глазные Яблоки. [/h1] Игра – невероятный экспириенс. Сначала мне показалось, что это будет что-то вроде Papers, Please. Но по итогу это оказался симулятор Яндекс-доставки с графикой из Papers, Please. И, удивительно, но мне безумно понравилось. Игра хоть и простая до невозможности в геймплее, погрузиться в мир она мне дала. Мы – курьер компании «ГлазМагаз», которая занимается доставкой глазных яблок. Наши заказчики – жители постсоветского городишка, а точнее – лимбового переулка, которые перестали видеть мир в ярких красках. То есть наша цель – это вернуть людям возможность видеть мир в новых красках. Сами жители городка и вправду довольно депрессивные. Когда мы вовремя приносим заказ – между заказчиками идёт небольшой диалог, о том, как они устали, у них нет сил, а жизнь – сплошная рутина (Пишу обзор и думаю: как же жизненно). Сам из себя геймплей не представляет чего-то сложного. Нас взяли на работу и вот перед нами наш рекрутер. Вначале он даёт нам рюкзак всего на 2 слота и отправляет в небольшое путешествие по панелькам. По окончанию заказов, мы возвращаемся к нему и забираем новые. Со временем слоты увеличиваются до 4-х, а потом и до 6-и слотов. На третий день появляется магазин, в котором можно купить фонарик, энергетик, бутер, батарейку для фонарика и часы. Фонарик очень помогает ходить по темным панелькам ночами, а энергетик вроде как должен добавлять нам шустрости, но его и я не покупала, как и бутер. Даже без них хорошо получаюсь выполнять заказы, и без опозданий. А часы очень и очень даже помогали иногда ориентироваться во времени. Само путешествие по панелькам – это нереальный вайб. Огромное спасибо разработчикам за настолько проработанные механики. Мы смотрим заказ в нашей руке, там прописан дом, квартира, и номер заказа. Подходим к нужному дому, ищем нужный подъезд и набираем номер – заказчик нас впускает и можно уже подниматься на этаж. Отдельное впечатление дал второй дом, по которому можно было передвигаться как по лестнице, так и по лифту. Сейчас даже в ААА-играх таких механик не увидишь. Ну и конечно же, граффити на стенах подъезда. Такое искусство мы уважаем, безумно нравилось каждый раз пересматривать их. https://steamcommunity.com/sharedfiles/filedetails/?id=3360167515 После того, как доходим до квартиры, стучим в неё, открываем рюкзак, отдаём заказ и слушаем небольшой монолог от наших заказчиков (да, курьер ничего им не говорит, только слушаем). Так же и с рекрутером: в начале и конце смены мы слушаем от него монологи о том, как он сидит себе в будке и скучает. Всего в игре нужно отработать 9 смен, а на 10-ю нам покажут концовку. Хотя тут у меня возникли некоторые вопросы, так как либо я не совсем поняла, либо задумка разработчиков такая была. Было бы интересно послушать их мнение. Ну и огромное спасибо за такое послесловие, ваши слова открыли меня ещё больше к вашей игре, чем сама игра. А её я, кстати, рекомендую к покупке всем, хотя бы чтобы просто поддержать авторов. https://steamcommunity.com/sharedfiles/filedetails/?id=3360796844 [h1] Смотрите на мир по-новому! До свидания! [/h1]
I'm a fan of dystopian labor games, but this one is missing almost every redeeming quality that others in the genre have. Day one was immediately dull and repetitive and I had to force myself to keep playing. I took breaks from the game between each day because that's all I could stand. I gave it until day five - very nearly two hours in - and there still wasn't *any* interesting new mechanics, challenge, fun or compelling characters, desirable upgrades, moral dilemmas, or indication of branching paths. No downtime between shifts. No value to the currency (it's aptly called 'nothing') since none of the things you can purchase are needed or helpful. The gameplay in this is truly menial and tedious, and I felt zero drive to keep playing. The only positive here is the aesthetic. Some of the graffiti is cool and I generally like the art style, but since you are encouraged to run through the world as fast as possible completing non-stop deliveries, there's no time to explore or enjoy it. You don't know how many deliveries you have left until the day is over, and once it's over, you jump right into the next day. I can't even give this positives for lore or story, since the game doesn't have the self-respect to make it a believable world. These people have no eyes, and it's implied that you're delivering them eyes so they can see, but you'll deliver multiple full jars to the same people in the same day, and then again to the same people in the following days. What are they doing with all these eyes? There's no story here, and none of the customers have anything interesting to say. They are all just waiting behind the doors ready to open it the moment you knock. In fact, if anything, the dialogue is annoying because they are just spewing their values at you, or commending you for being on-time, and you just want them to shut up so you can remember their order number and make the delivery. Eventually you meet a couple customers that don't say anything at all, and I thought it was a pretty bad indicator that I found THOSE to be the most interesting characters yet - since they were at least different and didn't waste your time with banality. Perhaps the most damning thing of all is the total lack of challenge, but it's worse than that: making mistakes is impossible. In two hours, I only made one mistake. I selected the wrong door once. Instead of someone answering and accepting the delivery, then discovering the mistake later, or even someone answering and complaining at me - the door simply flashed red. I then found out through reading the only other review here that you can't even select the wrong jar for a customer. Compare this to 'Booth' where you're scrambling to complete your tasks on time and without error. You suck at the beginning of Booth, but get the satisfaction of improving, and working a perfect day feels like an accomplishment. There's none of that here. Just unengaging menial labor. No thanks. I would strongly recommend to the devs that they pull this game from the store and put it back in the oven. At first glance it looks like a game with promise, but it's a frail shadow of the game it could be with more development.
Возможно, проблема в том, что я изначально подошёл к этой игре с заниженными ожиданиями. А возможно, в том, что ожидания оправдались. Увы, но первые пара дней не зацепили и не позволили проникнуться ни идеей, ни атмосферой, ни тем более геймплеем. Может, для кого-то упрощенный симулятор доставки и выглядит интересным, но даже в real-life это не ощущалось настолько же уныло и монотонно, как показано в HTAYE. А чересчур пикселизированный визуал, из-за которого было несколько сложно читать бланки с заказами, неоправданная затемненность всего вокруг, да и в общем-то такой же однообразный общий стиль не позволили проникнуться даже духом игры. К сожалению, это оказался лишь очередной проект о том, как же грустно жить в панельном окружении, не подкрепленный ничем оригинальным, ни тем более хоть сколько-то любопытным. Замени глаза на еду, почту или что-то другое, и игра совершенно не преобразится, оставшись простеньким и скучным симулятором доставки в сумрачном спальном районе. Заслуженный рефанд. Даже 58 р. за эту игру отдавать жалко.
Игра радует антуражем, но как игра всё-таки скучновата - 9 игровых дней (каждый длится минут по 20 реального времени) ты бегаешь с заказами по двору, читаешь высказывания клиентов и больше ничего не происходит. Кажется, на третий день откроется магазин, в котором можно купить фонарик и батарейку, часы (но фактически они не нужны), еда и энергетик мне не понадобились. А потом тебе два раза дадут сумку для заказов побольше. Два финала, но, наверное, чтобы получить плохой финал, надо совсем не стараться. Ещё мне понравилось, что все клиенты хвалят и благодарят курьера, если он вовремя принёс заказ.
Райан Гослинг и Тайлер Жирден это конечно прикольно, но игра скучный кал
Delivering eyes turns out to be a very repetitive job. This idea is basic but intriguing. You are a courier that delivers eyes to clients so they can see the world again. The goal of the game is to make it through a series of increasingly difficult shifts. Each one begins the same way: you take a few orders from the Eyeperator (a person sitting behind a window), gather your backpack with eyes, and head out to one of the buildings on the street. The street has the look of a typical Soviet street, with a small park in the centre and three buildings surrounding it. The orders in your hand are important and can be inspected at any moment. The most important details are house and apartment numbers. The house number is visible on the side of a building, whereas the apartment number is displayed on a tag above the door. Since all doors are locked, you must enter the apartment number into the keypad. If you do not type in the correct apartment, the door will not open. Then all you have to do is go up the stairs or take the elevator to the correct apartment, knock on the door, and finish the delivery. The buildings are slightly different. The first and third are quite simple because they have a staircase and doors from top to bottom. The second building is the most difficult because it has over 100 apartments split across 9 floors, and it is quite simple to miss a floor and lose time. The game twists things slightly to make it a bit more challenging. The most important thing is to ensure that delivery are made on time. Orders have different times, so you need to plan and not waste time running from building to building. Another difference in orders is eye size, however this is irrelevant because the game will not allow you to click on the incorrect eyes. Once you have completed all of the orders in your hand, you need to run back to the Eyeperator and acquire more. The rule is to fulfill at least six orders per shift, although you can work until the day is done. Unfortunately, a clock runs in the background, and you cannot tell what time it is until you purchase a watch. This and several more items, including a flashlight, can be purchased for nothing. A nothing is the game's currency, and you get two for completing an order and one for a delayed order. The gameplay is repetitive. You can fulfill multiple orders throughout a shift because it takes so long. This means you will be bringing order to the same people throughout the shift. It is possible to see everything the game has to offer during the first shift. Characters are members of various workforces and militaries who praise you for being on time or condemn you when you are late. They repeat a few phrases that you can not skip, so you waste valuable time on pressing the button for each line.
Brought this game because I'm a big fan of indie dystopian diorama experiences. I enjoyed the time I spent in Limbo Alley, though this game might not be for everyone. TLDR: [h1] Pros: [/h1] [list] [*]The visual style and art direction is a plus for me and what drew me to the game. I enjoyed how dark and moody it is. [*]The overall core loop of being a courier, delivering human body parts (eyeballs) is enjoyable and unique [*]Small attention to detail in the level design and sound design help with the immersion and I appreciated the little details[spoiler]like the sound of rain and the transition of how it sounds from indoors to outdoors[/spoiler] [/list] [h1]Cons:[/h1] [list] [*]As others have mentioned, while the core loop is fun, there isn't a much progression to the overall loop that make it compelling by the time you get to around Day 4-5. I countered this by mostly doing sessions of 1-2 days at a time. [*]Game can be pretty buggy when you are rushing through stairs, going through inventory and interacting with objects...which is a shame because the gameplay compels you to move as fast as possible. However, I will note that the dev has already patches several times and I noticed improvements while I was playing [*]While some of the dialogue shows progression with the residents, there isn't much depth to your interaction and relationship with the town, it would be great if there was more complexity there. [/list] Overall, I still recommend this game for the price if you: [*]Like other indie dystopian games Papers Please and Booth: A Dystopian Adventure or games of that nature [*]Enjoy games with interesting settings [*]Don't mind a short experience [*]Like supporting indie devs
Слишком легко и однообразно, ничего не происходит. Весь контент был показан в демке. Рефанд. Жаль, ведь первый день выглядел многообещающе
Атмосферно, поначалу интересно. Завершил 3 игровых дня, и, судя по описанию, их там 9... если честно, после третьей смены продолжать не особо хочется - однообразно, скучновато. 9 смен - это ту мач.
Уже на второй день стало скучно от репетативности геймплея. Игра плохая, в ней интересна только идея, но остальном слишком скучно. Все диалоги простые, персонажи ну случайно сгенерированые спрайтики. Неудобное управление, а главное она не отполирована, я как то быстро скипал диалог при сдаче глаз и рюкзак просто не появился, засофтлоча день. Игра по скидке даже своих 650 тенге не стоит. Но ладно не буду слишком сильно хейтить, только потому что разрабы наши согрждане. Удачи им в будущем и надеюсь они не буду думать как же круто мы первый раз релизнулись.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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