
When Holland’s social media is lit ablaze by a recent breakup, she embarks on a new mission to ditch the social media saturation and discover some real-world relationships among a Land of Screens.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99 | 126reviews | 90% | — | $14.2K |
| $5.99 | — | — | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Random Scuffed Games #417 https://twitch.tv/DitoMido Aktuelle Spielequeue: https://rsg.ditomido.de Bisherige Reviews Archiv: https://rsg.ditomido.de/archive Vorgeschlagen von: Karichan86 Land of Screens ist ein super schön illustriertes und animiertes Visual Novel in welchem wir primär mit Dingen interagieren und mit NPCs sprechen. Wir haben gerade eine Trennung hinter uns und möchten einfach nur echten sozialen Kontakt, was aber in unserer heutigen Zeit in diesem Spiegelbild der Gesellschaft wirklich schwer zu fallen scheint, weil überall der Fokus auf Social Media, Unterhaltungsmedien und selbstdarstellung liegt. Das Stichwort in diesem Spiel lauten: sich einsam unter vielen fühlen. Sehr sozialkritisch, aber vermutlich für menschen die ähnliches gerade durchmachen ein ästhetischer trost, dass man damit nicht alleine ist und noch hoffen darf. Auch wenn man in dem selben Moment ja sogar selbst vor dem Bildschirm sitzt und medien konsumiert. Rating: Dito: 4.5/5 Chat: 4/5 Gesamt: 4.25/5
This is a short and simple but well written narrative-focused point-and-click game. It's story is about a girl dealing with a recent break up that ends up by accident noticing that sometimes disconnecting yourself from the internet can lead you to having more meaningful connections to those around you in real life. It is not as preachy as it looks at a first glance and I definitely recommend this to anyone that's looking for a relaxing/wholesome experience.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.2K | 150 | 89% | $5.99 | |
| $14.2K | 551 | 81% | $0.99 | |
| $14.2K | 75 | 97% | $8.99 | |
| $14.2K | 270 | 92% | $3.99 | |
| $14.2K | 161 | 68% | $4.99 | |
| $14.2K | 150 | 83% | $4.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $143.8M | 422.8K | 89% | $19.99 | |
| $41.8M | 76.6K | 90% | $29.99 | |
| $36.9M | 53.3K | 95% | $29.99 | |
| $6.7M | 116.6K | 95% | $4.99 | |
| $28.7M | 20.4K | 82% | $31.99 | |
| $20.1M | 21.6K | 94% | $23.99 |
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What a quaint little game. Actually so sad that it was such a short playthrough as I got so engrossed in the story time seemed to fly by. Certainly a great game to play on a cosy afternoon, it's uplifting but also brings home some good points on socialising and trying to stay connected in a world so disconnected.
I like this kind of artstyle! It was sad seeing that people depend too much on phones for entertainment today. It was refereshing to see this kind of storyline.
Entretenido. Buen arte
Very short and simple, but sweet. The art style is cute.
Land of Screens, developed by Serenity Forge and published by Way Down Deep, is a heartfelt point-and-click adventure that explores modern anxieties about social media, connection, and the noise of the digital age. The game centers on Holland, a young woman whose life has just taken a turn for the worse after a painful breakup. Her attempt to process this emotional upheaval is complicated by the omnipresence of social media, where every detail of her personal life becomes public fodder. Determined to escape the constant buzz of online chatter, she embarks on a quiet journey to disconnect from her screens and rediscover what it means to engage with the world directly. Though the game’s message is delivered with sincerity and care, its execution sometimes feels overly simplistic, leaning more on charm and presentation than on gameplay depth. The narrative unfolds through a series of vignettes that trace Holland’s journey from digital exhaustion toward self-discovery. Each chapter takes place in a new environment—a friend’s apartment, a nature retreat, a family gathering—each one filled with people glued to their devices. Holland interacts with these characters in an effort to help them set aside their screens and reconnect with the moment, often by finding creative ways to spark real-world engagement. These moments are designed to mirror her own struggle: as she coaxes others to unplug, she also learns to confront her dependency on online validation and face the vulnerability of genuine human connection. The story is compact but personal, written in a way that encourages reflection about the role of technology in daily life. It feels familiar without being self-indulgent, capturing the exhaustion many people experience from living through screens. Gameplay in Land of Screens is straightforward and unintrusive. As a point-and-click adventure, it prioritizes dialogue and exploration over complex mechanics. Players move Holland around static environments, talking to characters, picking up small objects, and triggering short puzzle-like interactions. These puzzles are rarely challenging and usually involve convincing others to step away from their phones or rediscover a forgotten pastime. While this simplicity makes the game approachable, it can also leave it feeling shallow. The interactions are often linear, and solutions are easy to identify, offering little in the way of experimentation or problem-solving. The developers clearly designed the game as a narrative experience rather than a mechanical challenge, and it succeeds on those terms, though players seeking a deeper or more interactive system may find it lacking. What elevates the experience is the game’s visual and auditory presentation. Serenity Forge’s signature art style—a blend of bright, flat colors and expressive, minimalist animation—creates a world that feels both warm and detached, reflecting the duality of living in a digitally saturated society. Each environment is rendered with clean lines and deliberate composition, filled with background details that hint at personality and mood. The color palette shifts subtly from cool blues and grays in early scenes to warmer tones as Holland reconnects with herself and others. The soundtrack complements this journey with ambient, contemplative melodies that never overwhelm the dialogue or pacing. Small sound effects—like the buzzing of phones, clicking of keyboards, or gentle breeze in outdoor scenes—add texture to the otherwise quiet narrative. It’s a sensory experience that feels soothing and deliberate, even if the gameplay itself remains modest. The story’s thematic focus on disconnection and rediscovery is clear and often touching, but it is not without its missteps. Some characters feel more like symbolic mouthpieces for the game’s message than fully realized individuals. The script occasionally veers into moralizing, with certain exchanges spelling out the game’s central thesis a little too explicitly. Holland’s journey, while relatable, lacks the emotional complexity that could have elevated the narrative from a parable into something more profound. The game’s brevity also limits its ability to explore these themes in depth; most players will complete it within two to three hours, leaving little time for meaningful character development beyond the protagonist. Despite these issues, the story’s sincerity is hard to dismiss. It captures something universal about the tension between technology and human intimacy, and even when the delivery is heavy-handed, the intent behind it remains genuine. Land of Screens also succeeds in creating an emotional rhythm that mirrors the process of digital detox. The early chapters feel claustrophobic, full of people staring at their phones and speaking in short, distracted bursts. As the game progresses, the spaces open up—parks, forests, and homes fill the screen, and the chatter fades to ambient sound. This shift in tone feels earned, reflecting Holland’s growing awareness and peace. The pacing is gentle, allowing the player to sit with quiet moments and enjoy the contrast between isolation and connection. While there is no branching narrative or major decision-making, the story’s linearity works in its favor, maintaining a focused emotional arc that builds naturally to its conclusion. As a whole, Land of Screens is more of an introspective experience than a traditional video game. It doesn’t rely on challenge, progression systems, or mechanical depth to engage the player. Instead, it asks for empathy and attention. It’s the kind of game meant to be played slowly, appreciated for its atmosphere and themes rather than its difficulty. Its short runtime suits this approach—it never overstays its welcome and ends with a note of quiet optimism that feels genuine rather than forced. The combination of sharp art direction, ambient sound design, and a relatable premise gives the game a charm that outweighs its flaws. Land of Screens is ultimately a reflective story about modern disconnection—about how easy it is to lose oneself in the static of online life and how meaningful it can be to simply look up. It doesn’t break new ground mechanically or narratively, but it delivers its message with honesty and care. For players who enjoy thoughtful, character-driven stories that examine everyday struggles, it offers a brief but resonant experience. Its simplicity may leave some wanting more, yet its sincerity makes it memorable. Like its protagonist, the game invites players to take a moment away from their own screens and remember the human warmth that exists beyond them. Rating: 8/10
This one is tough for me to review. On one hand, I like the message about how our phones can interrupt us from observing what’s (and who) happening around us. The art is simple, yet tasteful and has some nice color usage. I enjoyed my time with it, but set it down before completion. Just didn’t have the urge to see how it ended at some poin. For its price, I think it’s worth trying.
Es demasiado lindo e irónico que justo lo estoy jugando aunque soy adicta a las pantallas, aún así, dan esas ganas de conocer a otras personas y socializar más con el mundo exterior y hacer actividades en el exterior, tiene sus puzzles que no son difíciles, te los puedes pasar, aunque son entretenidos, o soy demasiado densa para poder resolverlos inmediatamente (probablemente soy muy densa), pero me encantó.
boring
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