
An immersive sim-lite in a fictional historical setting. You are on the world's first airship about to crash down and have to find the culprit. Sneak around, break into cabins, interrogate passengers, find evidence - but be careful not to incriminate yourself!
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 31 → 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 2,400 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.
About



Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun game. Great atmosphere, music and graphics. Will definitely replay this one a few times to see what else I can discover.
I was totally engrossed by this game. It's one of those that really gets at what I like about indies. As I was poking around about it, I saw that the dev considered it a commercial failure, which is really such a shame. Happily they've continued to release games in the years since, but this deserved a much better reception than it seems to have gotten. It was unique, ambitious, and well-written; it was impressively complete for such an ambitious indie game, IMO. Karaski is set in a kind of fictionalized USSR on the verge of balkanization. You and a smattering of other people are on the maiden voyage of an airship whose creation is hugely politicized. When it becomes clear the dirigible has been sabotaged, you have to try to suss out which of the many different political factions is responsible, and who onboard is trying to get everyone killed. The game starts with you, Player Character, waking up in a closet on the middeck of the ship; you walk down the hallway to find that some kind of explosion has happened in one of the control rooms, killing an employee. In a panic, you try to escape, and as you do end up talking over a radio to someone who seems to think you're an 'agent' there to investigate the sabotage and stop a tragedy from unfolding. The sheer amount of ways you could go about the investigation was really impressive. Every dialogue choice affects a constellation of relationships, as does your performance in the stealth areas of the ship (there's also robust accessibility options for those who dislike stealth gameplay). There are multiple ways to approach everything and completing a plotline doesn't necessarily mean choosing the schmooziest options. The game also keeps very meticulous track of who you've talked to and where you are on each of the main characters' plots, as well as the important items and documents you've found, which I appreciated a lot. It was just really well-written and well-put-together, definitely heads above a lot of the other more uptaken games in the genre, which kind of sucks. There were a few things I didn't like -- the weird metafiction (that seems to also be a Pathologic reference?) was superfluous and went less than nowhere; IMO it actively detracted from the experience of making choices and deductions. I almost wonder if the dev was having issues with people 'getting it' and felt like he had to add this in, because it doesn't fit in with anything else about the game and was a really big distraction from the more meaty things it was trying to say. Two, I really wish the badge got you free reign in the lower levels. You get it so lategame that it feels like it should be a way for you to clean up little bits and go in every nook and cranny, but it basically doesn't do anything helpful -- at the stage where I got it, the rep hits didn't matter, I just needed to be able to find some hidden stuff. It's weird, it's this item that's framed as super strong but ends up being a letdown. I want to muse about the end a little: [spoiler] So the game is set up so that there's no 'true' ending. Pretty much everyone has a motive, and the game refuses to commit. While I'm not normally a fan of this kind of setup, I liked it here for two reasons: 1) I think the game earned it by just setting up all the characters and the complexity of the political situation really well and 2)... So as the PC, you never really know who you are. You try to tell the mysterious radio voice you're not the agent they think you are, but they don't really listen (or care), and at several points it's implied you're making up your own backstory. Some people seem to remember you from other times/places, but it's not clear if they're mistaken or not. And then there's you waking up down the hall from where the sabotage happened. All of the suspect passengers have 'secret luggage' you can find. And across the board, if you complete their plotline, you find... they're not as sinister as you thought. Their caginess and secrecy is more about personal issue and how they see themselves, and less about the machinations of politics. The evidence isn't exonerating in a logical sense, but it certainly feels that way in an emotional one. The end result, for me, is that the only person who really makes any sense as the saboteur is you. To me this feels canonical in a way I'm not sure it's intended to be, but as you uncover more and more about the other people it just becomes clear how suspicious and cold you are. And I think this is the best capstone to the story as well. In a game about the complexities of political awareness and activism, putting the onus on the player to take responsibility feels pretty powerful? I'm not sure if this was an intentional writing choice, to make this ending feel the most 'real', or if it's just a quirk of how I navigated the story, but I really like it and it definitely was one of the reasons I thought the ending worked.[/spoiler]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's okay. Following the story thread is engaging, and snooping around the admittedly tiny airship is good fun. 2 gripes: It's not a im-sim, but a metroidvania. Items you pick up only have 1 use case every time, which is fine but wasn't what I expected. Also, it lacks some of the detail that could have made the game more fun, like how footsteps don't propagate through walls convincingly, or the lack of distinct humming ambience I would expect from a steam powered aircraft (could have been drowned out by the music, but the point stands).
Great
This game is great! Major hidden gem!
This is a sensational First Person Adventure game in the vein of Titantic Adventure Out of Time and others. You'll love the espionage and the quirky characters. The story and the environment is immersive. Hurry up and buy this indie gem!
A smart looking and sleek mystery adventure first person game set in an interesting alternative timeline that employs Airships. Explore and piece together the puzzle by talking with many interesting characters. Several play styles - sneaking, finding hidden passages, and so on. Worth your time!
Στα [+] • H ενδιαφέρουσα εκκίνηση τού παιχνιδιού. • Οι μεγάλες εκτάσεις κίνησης καί τό λιτό, πολύχρωμο περιβάλλον τού αερόστατου. • Η ένταση πού προκύπτει από τήν ανάγκη νά κινείσαι σέ χώρους απαγορευμένους, χωρίς νά γίνεσαι τσακωτός από τούς φύλακες. Στα [-] • Η υπερβολικά καθοδηγούμενη δράση εξαφανίζει τόν κάθε προβληματισμό πού μπορεί νά δημιουργήσει η εξέλιξη τής ιστορίας. • Φλύαροι καί κουραστικοί διάλογοι πού προσποιούνται ότι κάτι έχουν νά πούν, ενώ στήν πραγματικότητα δέν έχουν καμιά σημασία. Συνοψίζοντας • Μιά αστυνομική ιστορία στύλ Agatha Christie, σ' ένα Titanic: Adventure Out Of Time σκηνικό, μ' ένα The Last Express σενάριο καί μέ τύπου stealth γρίφους. Τελικά όμως, τό μόνο πού επικρατεί απ' όλα τά υλικά τής αρχικά ενδιαφέρουσας αυτής συνταγής, είναι τό κρυφτούλι πού είσαι υποχρεωμένος νά παίζεις γιά νά περνάς απαρατήρητος από τούς φύλακες τού αερόστατου. Βαθμολογία: 2/5 Παρεμφερείς Τίτλοι THE LAST EXPRESS TITANIC: ADVENTURE OUT OF TIME WHY AM I DEAD AT SEA
This was a fantastic mystery game. I really loved the setting, and the suspect characters were very well done, each with their own potential motives. Chances are you may not be able to decide on the culprit your first time through, and this makes you want to go back and look for more and more clues. I was surprised by the amount of detail put into this game, and I'd love to play another just like this. It might not be for everyone, but it's right up my alley. If you like trying to piece together clues to solve a mystery, you'll definitely love Karaski.
Karaski: What Goes Up... is an interesting experiment in the nature of interactive storytelling. The gameplay isn't particularly difficult, though there is an option to make it harder if that's important to you. Gameplay consists mostly of sneaking around restricted areas of the airship you're on in order to solve the mystery of who has sabotaged it. The mystery itself is the primary driver of the game though, with the big payoff coming when you realize just how player-driven the whole affair really is. Karaski: What Goes Up... is an art piece. You'll probably only play it a few times, but I bet you'll think about it a lot more than that. Definitely earns a recommendation from me.
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Players by region
Where this game's players are, estimated from review languages.
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