
Play as an Artificial Intelligence guiding a stranded xenobiologist through a beautiful and mysterious alien ocean. A non-violent sci-fi story, enter a world of wonder, fear and vulnerability, unraveling the history and ecology of an impossible planet. What will you discover together?
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): 0.29/day in the week to Aug 26 → 1/day in the week after.
About

a xenobiologist who discovers extraterrestrial life while searching for her missing partner.
When Ellery is called to planet Gliese 677Cc by Minae Nomura, only to arrive at an abandoned base, she finds herself adrift in an ocean of secrets, with little more than a malfunctioning diving suit and a strange AI to guide her. You are this AI.
Guide Ellery—and keep her safe—as you dive deeper and explore an underwater alien landscape. The planet’s unique life, and its dark history, are yours to uncover and the bond between you and Ellery will be tested by the secrets you learn. Through this shifting narrative, In Other Waters asks questions about the nature of “natural” and “artificial” life, and investigates what it means to be a human in an epoch of extreme environmental destruction. For life to continue, it must change.


Freely dive into an expansive section of seafloor, from shimmering reefs to inky depths. Unlock upgrades and make discoveries that allow you to open up new paths, uncovering strange creatures and environments as you do.


Navigate an elegant, intuitive UI via gamepad or mouse controls. Interpret signals, set headings, and map the ocean through experimentation and intuition.


Discover and catalogue species through observation, scanning, taking samples, and interacting with alien life. Read Ellery’s notes, look at her sketches, and help her classify an entirely new ecosystem.


Choose whether to study creatures, investigate secrets or dive new areas, then come back to your base to study samples in the lab, chat to Ellery or read her journals to understand more about this world.


Through limited communication learn more about the person whose suit you inhabit, and help guide her towards a terrible truth. What you experience together will bring you closer.

Jump Over the Age is a one-person game development studio founded by Gareth Damian Martin (they/them). Gareth is the winner of GDCA and Indiecade awards, and has been nominated for a Games Award, multiple IGF Awards, a GDC Award, and four BAFTAs. They have been named both “An accomplished world-builder” (Edge Magazine) and “one of the most exciting indie talents around” (Eurogamer).
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; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 78 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Une expérience déroutante au début mais qui s'avère bien prenante une fois habitué au gameplay. Le point de vue qu'on incarne (celui d'une IA) peut sembler distant de par le coté froidement observateur et analytique, mais cet angle fait fonctionner l'imagination à plein régime. L'ambiance sonore, l'histoire, la manière dont le gameplay se révèle au fur et à mesure contribue à rendre l'exploration passionnante!
This is competently written, scored, and designed experience, with a great atmosphere. There is no game to be found. If you want an atmosphere, or have a weakness for reading data logs, it may be your thing. It is my thing, but it just barely satisfied me if I'm being honest, the little interactivity it had was just barely enough to cover the gap the, not lackluster, not quite interesting enough experience left me with. This being said I now really want to try Citizen sleeper, to see what else the dev can do, since this game is just screaming "potential".
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): 0.5/day in the week to Jul 22 → 1/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 2,400 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, Japanese, Simplified Chinese
| $14.99 |
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| $3.74−75% | — | — | — | 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 78 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
결국 나물로도 못 무쳐 먹는 식물도감 6시간 파헤쳤다는 결론이다. 필력은 괜찮지만, 결말도 조금 이상하고.
[h1] ★★★☆☆ An unique exploring experience[/h1] Maybe you’ve seen some screenshots of the game or even a gameplay. It may not seem like much; I thought the same when I got it and started playing it, but it grows on you (ha, plant pun). It really does! [u]Controls[/u] You start of not knowing where you are or what to do — just like the character talking to you — rebooting all systems to get going. There’s not much of a tutorial, but I personally didn’t feel it necessary. I’ve seen some people having issues with starting to move. There’s a few controls explained when you open the menu telling you how to navigate and move, the rest you learn along the way. Maybe this is more easily said than done since I’m playing it on a computer with a mouse and keyboard and I found it quite intuitive. I don’t know if it’s easier with a controller and I haven’t tried as I didn’t feel the need to. [u]Music[/u] The music, I feel, brings everything together. Overall, it’s very tranquil. Especially at the start. Upon exploring other areas where the environment causes you to lose more power or oxygen the music gets more suspenseful. It really sets the mood, while not taking over too much. It stays in the background, setting the mood as you move along. There’s also twinkling sounds, small screeches of frightened animals and even sounds from some plants reacting to your presence when getting nearby or swimming past. It’s all kept rather simple, as everything in this game, yet it makes it feel full of life. [u]Visuals[/u] Although you don’t get to actually see the animals, plants or anything of the surroundings visually on screen while diving and exploring, the storytelling for each little location and the detailed logs the xenobiologist keeps really made my imagination go into hyper speed (ha, space pun). And in my humble opinion, that’s what makes this game an unique experience for everybody, because your imagination can take you as far as you want it to take you. Upon exploring you’ll unlock more information and even sketches of creatures and plants alike, still rather odd and — to my untrained eye — kind of looking alike. Some animals look like plants to me and vice versa, but that also adds to the fact it makes it all feel alien — to be expected in a game about exploring an alien planet’s ocean. [u]Other[/u] Taking my time, I spend about 8-10 hours doing one entire playthrough and getting it to 100% in-game. Unfortunately there are no Steam achievements, but the completionist in me is happy either way. It’s a good amount of time to spent on this game, I think. Yet due to the xenobiologist’s final words (after the credits rolled) I felt like there’d be more to explore perhaps? This feeling was made stronger upon seeing the Lab’s taxonomy section quite empty, in my opinion. There’s 4 sections where the xenobiologist tracks the samples we gather, filling it with notes on behavior and more, including sketches once it’s all filled in and studied enough. These 4 sections all have 10 boxes I thought I’d get to fill, with each of those boxes having 9 more boxes to fill as well. Perhaps they were never meant to be filled up, merely signaling the xenobiologist will be there for longer after you leave the game. Kind of like a cliffhanger in a movie, yet it still feels off. 100% or not, if there’s something I could wish for it’d be for more species to fill up all those boxes, but perhaps that would then need more areas to explore as it would seem odd if there’d been species you didn’t encountered the [i]entire time[/i] you were diving before in those 8-10 hours of actual playtime. Last but not least there’s the few times the xenobiologist asks things of you. [i]“Do you agree?”[/i], [i]“What do you think?”[/i], and even: [i]“Did you know..?”[/i] With just a Yes or No answer there’s (likely) the littlest change in dialogue coming at you. (I have done 1,5 playthrough but don’t remember a lot since there was a lot of time between the two. I don’t want to assume there’s a big difference in dialogue due to these choices, but can imagine there’s nothing too different.) It doesn’t make you stray from the story, yet gives you some agency in what kind of AI diving suit you are. Huh, never thought I’d think of myself as a diving suit, let alone AI, but here I am. The power of a good game and immersive story. [hr][/hr] [b]In short[/b]: [u]In Other Waters[/u] lets you dive into an alien ocean, exploring what happened to a missing friend and discovering the secrets of the ocean life’s way of living, existing, and what’s happened in the past making it the place it is now. It’s an exploration game with a hint of mystery. Looking back on it I can see how one might see it as repetitive in its controls and visuals, but that didn’t stop me from enjoying the hell out of it. I’d happily submerge myself in this game again!
In Other Waters is a distinctive science fiction adventure developed by Jump Over The Age and published by Fellow Traveller. Instead of chasing blockbuster spectacle or fast-paced action, the game embraces a slower, more reflective style that revolves around exploration, scientific discovery, and storytelling. Players assume the role of an artificial intelligence connected to the diving suit of xenobiologist Ellery Vas, who has arrived on the distant ocean planet Gliese 677Cc in search of her missing colleague, Minae Nomura. This unusual perspective immediately sets the tone for an experience that values observation, problem-solving, and emotional connection over traditional action mechanics, making it one of the more original narrative adventures available on Steam. The game's premise unfolds through Ellery's investigation of an abandoned research station and the mysteries hidden beneath the alien sea. As her AI companion, players are responsible for monitoring her life support, navigating hazardous waters, scanning unknown environments, and interpreting scientific data that helps uncover the secrets of the planet. This indirect form of interaction creates an engaging relationship between player and protagonist, as every decision made through the interface directly influences Ellery's survival and success. Rather than feeling detached, the role of the AI fosters a genuine sense of partnership, gradually strengthening the emotional bond between the two characters as the story progresses. One of In Other Waters' greatest accomplishments is its world-building. Although it presents the environment through an intentionally minimalist interface instead of detailed 3D visuals, the game encourages players to construct vivid mental images through descriptive writing, environmental data, and atmospheric sound design. Every expedition introduces strange marine organisms, unfamiliar ecosystems, and geological formations that feel scientifically grounded while remaining wonderfully alien. Cataloging new species and learning how different forms of life interact with one another becomes just as rewarding as advancing the main story. The planet gradually transforms from an intimidating unknown into a living ecosystem whose biological relationships are both fascinating and believable. Exploration is designed around curiosity rather than constant danger. Players carefully plan routes, gather samples, unlock new equipment, and revisit previously inaccessible regions as Ellery's suit gains additional capabilities. The gradual expansion of exploration options gives the experience a satisfying sense of progression without relying on repetitive combat encounters. Every successful dive reveals additional lore, scientific discoveries, and narrative developments that encourage continued exploration. The gameplay consistently rewards patience and careful observation, making every breakthrough feel earned instead of simply handed to the player. The narrative excels because it intertwines personal drama with larger scientific and philosophical themes. Ellery's search for Minae serves as the emotional backbone of the story, while the mysteries surrounding the planet reveal deeper questions about evolution, adaptation, environmental balance, and humanity's responsibility toward unfamiliar ecosystems. The dialogue between Ellery and the AI evolves naturally over time, transforming what begins as a purely professional relationship into one built upon trust and mutual dependence. Rather than relying on dramatic plot twists, the game steadily builds emotional investment through thoughtful conversations and meaningful discoveries that resonate long after the journey ends. The audiovisual presentation demonstrates that restraint can be remarkably effective. The interface resembles advanced scientific equipment, displaying maps, sensor readings, biological information, and navigation systems instead of cinematic scenery. This minimalist approach allows players to actively imagine the alien landscapes while remaining immersed in the role of an analytical AI. The soundtrack complements this design perfectly with ambient compositions that create feelings of solitude, wonder, and quiet tension. Sound effects subtly reinforce the isolation of the underwater environment, making each dive feel both peaceful and unpredictable. Despite its many strengths, In Other Waters may not appeal to everyone. Players expecting frequent action sequences, direct character control, or visually spectacular set pieces may find its deliberate pacing too slow. Much of the gameplay revolves around reading, interpreting information, and making thoughtful decisions through menus and interfaces. Occasional backtracking between explored locations can also reduce momentum. However, these elements are intentional components of the overall design philosophy, emphasizing scientific exploration and careful observation over conventional excitement. Ultimately, In Other Waters succeeds because it confidently commits to its unique vision. Its innovative perspective, emotionally engaging narrative, intelligent environmental storytelling, and richly imagined alien ecosystem combine to create an experience unlike most modern science fiction games. It proves that compelling storytelling does not require explosive action or photorealistic graphics, instead relying on imagination, atmosphere, and meaningful player involvement to leave a lasting impression. For players who appreciate thoughtful exploration, narrative depth, and science fiction grounded in curiosity rather than conflict, this is an exceptional adventure that stands out as one of the genre's most memorable indie experiences. Rating: 8/10
无聊透顶,不如看小说
Atmospheric game with a neat colour palette choice and display that builds on the premise that you are an AI system and don't see the world the way Ellery does. The UI took some getting used to but it fit well once I figured it out, though I was starting to get a bit weary of the movement system by the time the story finished. However that part didn't overstay it's welcome and I enjoyed the game as an interactive sci-fi story and for the detail that went into the xenobiology side :)
This was a beautiful game with a unique playstyle and calming aesthetic. It is still provide ample game-like playing, with a unguided exploration in the early areas especially. I came back to the game after a long break and enjoyed re-learning the game and identifying many aspects that were not handed to me in an obvious, but rather required curiosity and experimentation.
표본을 수집하라길래 수집하고 돌아와도 아무런 변화가 없음 연구를 해도 다시 수집해도 공략 영상을 보니까 표본 수집하고 복귀하면 자동으로 다음 목표가 지정이 되더라 버그였던 거지, 같은 장소를 3번이나 돌고 왔던 길 까지 돌아다녔는데 게임에 워낙 자연스럽게 녹아든 버그 였던거야
This game is exactly what I needed to survive my studies. Some resereach, a narrative that is hauntingly beautiful and that brings me back to Our wives under the sea, and cool and chill exploration
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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