
Going home isn't easy.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This sht gave me Deja vu
You know those poems you had to read in high school? The ones that have really flowery language that you can’t understand? This game is pretty much one of those poems in videogame form. It feels like a very weird dream where nothing makes sense and I guess that’s part of the appeal. The mystery of the incomprehensible dialogue made me play the game multiple times. Design and style are more on the minimalistic side but still manages to make you “feel” something as you play. It’s probably not for the type of people who hated analyzing poems in high school. Overall, I’d say it’s a pretty good game, even though I couldn’t understand about 80% of it.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Slow, pretentious and pointless
*Free *Easy achievements *Walking and talking simulator *Has a full guide I'd recommend it to anyone who are looking for easy 100%.
this isn't really a game. It's...I'm not really sure what to call it. just sit down and play it.
Hello fellow readers... it blew, but there were still a few good parts to this game for instance the graphics are great, very aesthetically pleasing (water flowed beautifully 10/10). The game started of with great potential, i even came up with a few theories of my own. The storyline was SOOOO confusing; it was all over the place. The ending was super anti climatic, there was so much build up and then boom, nothing. Even now, im not completely sure of what storyline was? I just kind of understood the basic message. Also i feel like there was so little to do, its not very interactive. Overall, quite underwhelming, has potential but theres lots of room for improvment.
Her zaman siz olmadığınız için kimsenin anlamaması gereken, kısa, deneysel, birinci şahıs hikaye odaklı bir video oyunu.
I was touched by this game in a way I didn't expect. To say that it left me with more questions than answers would be correct, but misleading, because so many things that were left open-ended dovetailed neatly into my own life and experiences in ways that seemed unintentional but poignant. I was honestly close to tearing up at the final conversation. I don't understand why some people think that calling a game "artsy" is an insult. Art ♥♥♥♥♥♥♥ rules. This game clearly has a solid vision behind it, and then does everything it can to arrange lenses and mirrors around that vision to rearrange it, giving you glimpses of it to piece together as you see fit. You will not build the same picture, but if you take in as many of these fragments as you can, and offer up some of your own, you will have something on the other end. Your mileage may vary, of course. It will for any work of art. It's early in the year and late at night, but I think this is one of the best games I've played this year.
Let's Go There And Wander Nowhere is more "art" than game, being a sort of lazy walking simulator art installation where you come across a bus that's on fire and you go talk to someone clearly suffering from a long list of mental illnesses (including "really snarky passive-aggressiveness", if that can be considered a disorder). Interacting with the NPC takes you to various low poly environments and unlocks chains of more snarky passive aggressiveness. The implmentation here comes across as very lazy with low poly assets, although they are arranged tastefully rather than thrown in a blender like some amateur developers are wont to do. The developer didn't bother with actual animations, which is rather a big deal as far as game development goes, so when you trigger the NPC (and boy is that NPC triggered), it lurches and teleports down the road in an almost comically half-done way. Being more art than game, and lacking any interesting game loops apart from a test to see whether gamers can be interested in putting up with the snarky, defeatist NPC (which I think is part of the "art" of the game to point out that people with personal problems can be hard to get along with), it's hard to recommend this as a game to gamers. As an interactive art installation, I'm not sure the story is very rewarding either. As the developer says in their storefront blurb, "Let this be a reminder of how dedicated I could've been." But they weren't, were they, or this would have been a lot more fleshed out and might even be categorised as a video game instead of art. It's okay to put art into games, yes, but let's not shove art down gamers throats and insist because it's been launched on Steam, that suddenly makes something a "game". That kind of thing doesn't make art better, it just makes gaming worse. The game is completely free. Nothing speaks more to a developers belief in themselves and their product than making their game available for everyone without remuneration. This is certainly a gesture that shows dedication to the gaming industry. It's a shame in this case that the implementation is below the minimum standards a dedicated PC game should offer to enthusiasts. There's no "maybe" option in Steam, unfortunately, but I hope to see more work from this developer, perhaps as part of a professional game development company that can make full use of their talents without needing to make budget/quality compromises, and perhaps with someone to help them with actual game design architecture and things like "game loops".
Wouldn't recommend, crashed m computer everytime i tried to open it
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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