
KENTUCKY ROUTE ZERO is a magical realist adventure game about a secret highway running through the caves beneath Kentucky, and the mysterious folks who travel it.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Spanish - Latin America, Japanese, Arabic, Korean, Polish, Portuguese - Brazil +5 more
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 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
Maybe I am mad. This much is true. But this is not a game. It's a novel. It's not just a novel. It's the 21st Centuries Great American Novel as an interactive narrative. Many people say the choices have no meaning, some people say that nothing makes sense. You need to change your perspective the meaning doesn't come from the choices you make, but the choices you have. The characters are all related in this massive web spanning the space and time of the narrative itself. I've played this game 10+ times. Multiple times a year since it came out and still I find things I didn't notice before. It's a work of alchemical fiction like Dune or House of Leaves and if you aren't able / willing to interface with this work on that level or you think multiple layers of meaning make something dull then bounce on. But if you want a book you can read a dozen times and still get something out of it then this is it. I feel so strongly about this I will allow comments. Everything connects in this game, if something feels unimportant or superfluous I will explain it to the best of my ability and include sources.
It's funny how a chance perspective can alter your perception of something you seem to be bored by at first. I'm glad that I caught that chance. Zero's surrealism could throw you off, but once you feel through its dreamy slow-paced journey you might consider using it as a before-bed-time digital substance.
An absolute masterpiece. Not only one of my favorite games ever, but maybe one of the pieces of art in general that has touched me the most. Kentucky Route Zero is a game that still feels incredibly bold more than 10 years after the first chapter came out, and I think it will forever be regarded this way. I think the best way to describe this game is the creators' famous quote, which describes Kentucky Route Zero as an experience more akin to theatre than to a game. This is a game about exploration, but not in the traditional sense. In this game, the exploration mostly happens in the text; you are trying to understand the underlying impossible logic of this world, who these people are, what the zero is, or what this place is. You have very little agency as a player, but instead, you will experience and be submerged in the daring vision of the developers and this fantastical world. So if this sounds appealing, and you don't mind doing a lot of reading, buy it right now. Like any good magical-realism tale, the game requires you to accept the fantastical elements at face value, but more importantly, even with these elements that defy traditional logic, the world of Kentucky Route Zero still has a cohesive set of rules for how this surreal story and world operate, what people's motives are, and what your goal is. And to me, that was the fun, understanding this endlessly inventive story while experiencing what I consider to be maybe the best writing I've seen in a game, ever. Kentucky Route Zero is special.
[h2] Sahip olunmayan noktalardan geçmek. [/h2] Bir meteor düşüyor. Bir şirketten kalma mağarada biri tek başına çalışıyor. Bir adam ise son teslimatını yapıyor. Bunların hepsi aynı şeyi anlatıyor: geçici olanın kalıcı görünmeye başladığı o an. Kentucky Route Zero buradan başlıyor. Bir daha da oradan ayrılmıyor. Conway'in teslim etmesi gereken bir kutu var. Adresi belli: 5 Dogwood Drive. Fakat o adres hiçbir haritada yok. Peki Route Zero nerede? Kimse tam olarak bilmiyor. Birisi sana bunu söylüyorsa, o da başka birinden duymuştur. Oyunun oyuncuya kurduğu bir dünya yok. Sadece başkasından kalma bir dünya aktarımı var. Conway o dünyaya misafir olarak giriyor. Biz de Conway'e misafir olarak. [h3] Misafirlik bu dünyada varoluşsal bir konum. [/h3] Route Zero'da bir şeye sahip olan neredeyse yok. Yok olmuş bir şirketin mağarasında çalışan biri var. Bir otobüste yaşayan müzisyenler var. Sular altında kalmış bir şehrin hafızasını taşıyanlar var. Ev sahibi yok, sadece geçici misafir olanlar var. Her mekân yarım kalmış bir dönüşümün içinde yaşıyor. Her insan ise geçişin ortasında. Oyuncu da bu geçiciliğe dahil. Verilen seçimler bir şeyi kalıcı kılmıyor. Sadece o anı, biraz daha senin yapıyor. Sonra bırakman gerekiyor. Conway bu geçiciliği taşıyamıyor. Ya da artık taşımayı bırakmış. Sistemin sınırları onun sınırları olmuş. Borç burada soyut bir kavram değil, [b] ontolojik bir kavram. [/b] Başlangıçta Conway'in bir borcu var. Sonunda Conway borcun kendisi oluyor. Bu geçiş sessiz işliyor, tolere edilebilir gibi görünen küçük tavizlerle, fark edilmeden. Bir noktada borç artık sahip olunan değil, olunan bir şey haline geliyor. Conway ise oyun sonunda bir boşluğa dönüşüyor. Sahip olmadığı bir dünyada, sahip olmadığı bir hayatı teslim etmeye çalışan bir boşluğa. Karanlık bir istasyonda on üç kişinin işini tek başına yapan operatörle farkı şu: Operatör görüyor. Conway artık bakmıyor. Görebilecek enerjiyi çoktan tüketmiş. Bu tükenme onu daha az trajik yapmıyor. Route Zero'da başka türlü var olmanın mümkün olduğu görünüyor. Birbirlerine yönelen, borçla değil karşılıklılıkla tutunmaya çalışan insanlar var. Conway bu insan ağının içine giriyor, bir süre orada kalıyor, bazen dokunuyor. Ama tam tutunmuyor. [b] Misafir olduğun bir yerde her kapı açılmaz. Bazı odalar başkasına ait kalır. [/b] Seçim yapabilsek de seçimler sonucu etkilemiyor. Sadece o anı şekillendiriyor. Bir anın içinde nasıl durduğun, o andan sonra ne olacağından daha önemli hale geliyor. Geçiyorsun, bir iz bırakıyorsun ama dünyaya sahip değilsin. Sahip olmak değil, aktarmak. Tutmak değil, bırakmak. Conway bu kapıdan misafir olarak girdi. Misafir olarak çıktı. Sadece geçişte bir şey bıraktı. O şey bir sonraki misafire devredildi. Elimizde bir harita yok. Yalnızca aktarım var. Ve aktarım, misafirden misafire geçerek, devam ediyor. [b] Route Zero'da bu kapı bir yerlerde hâlâ açık. [/b]
nihilism arthouse walking game. i got as far as finishing the first chapter and nothing actually happened. I guess i was hoping for something else...
KRZ is a game that is art. it could be defined as a walking sim type of game since there are no puzzles or gameplay to speak of. still. it is a game. i am consuming your media on steam. and as a game it is dreadful. there is no gameplay to speak of, which fine. it's an interactive story. but the controls are pretty tedious as well. its handles itself like the worst ps1 era third person games, with locked cameras that sometimes make you navigate through spaces you don't even see in. at one point the game even tries to do gameplay. there is a short, honest to god, driving section; but even that controls horribly. and forces you every time to get out of the car to interract with prompts that are just filler text. but fine no one is here for the gameplay. how is the story? obtuse, and in dire need of an editor. what starts out amazing, in the first act, with wonderful animations and poignant writing turns, by act IV, into what i can only describe as verbal diarrhoea that somehow says nothing. i am disappointed because act I is genuinely amazing, and i was excited to discover the rest of the game. I knew it had no gameplay but the story was more than strong enough to carry it. by act IV, i honestly stopped giving a damn about the characters or the surreal world it tries to present. its also lazily coded. interaction prompts show up from afar and disappear when you are within viewing distance only to show again when you are right on top of them. save games are auto saved, which pissed me off cause in act II there was a dialogue point that genuinely connected to me and i wanted to explore all options. but no, auto save. because downloading a saves plugin for your unity project is hard. lastly, it does not respect your time. i would say at least 1/4 of my game time is just black screens and title cards. you moved for 5 minutes. 30 seconds now of black screen, title card Act III Scene XI, black screen. it was cute initially but i grew to loathe it by the end. i don't think i will be finishing KRZ. Sorry Conway, but for the past 3 acts i barely found out anything interesting about you while the game keeps showing more superficial characters that seem to contribute with nothing towards the plot.
如同一个漫长而宁静的失眠夜,在黑暗中,我们睁大眼睛。
I don't think this kind of game is for me, but I do feel this was well done. If you're looking for a strange narrative adventure, this will probably do the trick. I personally just didn't take away much from playing the game that I couldn't have gotten from a YouTube video essay about it.
一张不存在的地图,一辆随时抛锚的破车,一趟送不完的货。 路边酒吧亮着灯,坐着几个不说话的人。
Вот честно, послевкусие разве что на 6 баллов из 10, но по факту это ПУТЬ, нежели результат. За такой артхаусный проект по итогу всё же лайк поставить можно. Я один из немногих, кто прошёл на все достижения. Сейчас прошёл почти 2 акта в телефоне, а саму игру осилил ещё в 2021 году. Сам со странной травмой ноги уже полгода мучаюсь, поэтому тема страданий близка главгероя. Советую воспринимать как творение Дэвида Линча - Малхолланд Драйв или даже Внутренняя Империя, где процесс и атмосфера важнее сути и результата, который в данном случае скорее невнятный и быстрозабывающийся ПШИК, нежели какая-то кульминация. Лайк с натяжкой )
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| The Forest | $254.8M | 678.5K | 96% | $19.99 |
| Ready or Not | $238.1M | 338.9K | 78% | $49.99 |
| Sons Of The Forest | $201.1M | 314.9K | 88% | $29.99 |
Related
| Devil May Cry 4 Special Edition | $2.2M | 22K | 87% | $4.99 |
| I Expect You To Die | $2.2M | 2.8K | 95% | $24.99 |
| Moncage | $2.2M | 5.5K | 92% | $14.99 |
| Tales of Seikyu | $2.2M | 2.4K | 85% | $24.99 |
| Broken Age | $2.2M | 8.2K | 84% | $14.99 |
| Super Mega Baseball™ 4 | $2.2M | 1.5K | 79% | $49.99 |