
The stage is set. Imagine an old baroque manor, perhaps a hotel or a museum, somewhere in central Europe. A woman wanders in search of answers.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.57/day in the week to Aug 22 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 3.1Kreviews | 94% | — | $1.4M |
| $24.99 | 537ratings | 95% | — | not modelled | |
Engagement
Reviews
Themes across 176 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
completely awesome. must play for fans of lateral thinking puzzles and mansionvanias (just made that up)
I got about 85% into the game and decided to throw in the towel because I was having so little fun. Despite being advertised as a puzzle game, there's really not a lot of puzzling here. Most puzzles are just entering a room with a lock, and then looking around and reading a letter where a number is underlined and you simply put the number into the lock. In some rooms there might be a slight decoding step with converting a number into hours on a clock, or having to tilt your head to see a hidden number, or typing one of the 3 dates that keep appearing. By and large all the puzzles follow this formula, and when it feels like it doesn't and you finally find the solution, it's rarely some interesting deduction and more like a click of the tongue kind of moment. As someone who loves puzzle games and plays them all the time, this does not exhibit the typical behavior you see in good puzzle games, of introducing a set of mechanics and exploring their possibility space and showcasing you the interesting and surprising outcomes. So, as a puzzle game, I think it barely qualifies, and the puzzles that are there often feel dumb or frustrating. That by itself might still make for an okay gaming experience, but I find that the game violates a lot of the trust with the player and it makes solving puzzles really frustrating. First of all, despite what I said earlier, the game has a habit of throwing puzzles at you that you don't yet have the information to solve. Near the beginning of the game you unlock this room with a nearly comatose woman and are prompted to whisper names to her to get a reaction from her. Every time I heard a new name come up at any point in the story I went to the old woman and whispered the name, and nothing. Time and time again, dozens of times over 20 hours I went there, and nothing. So many puzzles in the game are introduced and you won't have the tools to solve them until many hours later, with no signposting as to what is solvable and what isn't. You'll bang your head against a thing, wondering if you're missing something, only to find out later you didn't even have all the information. Not only is all this trial and error disrespectful of the player, the way in which you do it is painfully slow, with the hotel having a labyrinthine layout, and your character walking slow as molasses. Later in the game you unlock the ability to run, but it only works for like 5 minutes and then you have to go and "recharge" your run. There's a bunch of other little ways in which the game wastes your time, but I will spare you. So okay, lots of busy work, puzzles not very fun, but there's a story here, right? Is that cool? Well, I personally didn't find it very interesting. It's confusingly told, and often requires you to read boring correspondence and piece together cryptic visions. 20 hours in, I can't confidently describe to you the entire plot of the game, and I don't feel especially compelled to keep playing to learn more. The one thing this game does pretty well is the visuals. It's very stylish and there's a cool technique with texture sampling that I haven't seen in a game before. It genuinely has a great presentation. I just wish I could say the same about what it's like to play it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Spanish - Latin America*languages with full audio support
| $24.99 |
| — |
| — |
| — |
| 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.
Hours played at review time, across 176 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An excellent, moody puzzle experience. There is a lot of 'receive clue, recall exactly where it should go' and not as much critical thinking or information synthesis as you might expect, but that's okay. I had a great time with it.
I have used this word in a few other reviews of games I particularly enjoyed, and it applies to Lorelei as well: the game is remarkably coherent. It is less a game about solving puzzles and more a game about how people create meaning. Its puzzles do not merely unlock doors, but also memories, works of art, and stories. The hotel merges clues, timelines, and identities together. What initially appears to be chaotic noise ultimately reveals itself as a collection of perfectly valid puzzle pieces - they had simply been assigned to the wrong picture. The hotel is not only highly atmospheric, but also a joy to explore thanks to how interconnected it is. You'll constantly be opening shortcuts or finding new opportunities to give Lorelei the caffeine kick she so desperately needs. Most puzzles are built around information gathered throughout the game and cleverly reuse recurring motifs in fresh ways. Having a pen and paper nearby for notes is highly recommended (though screenshots sometimes as well). The game also blends a surprising variety of styles without any of them feeling out of place. Whether it transforms into a point-and-click adventure or has you trudging through corridors in a classic PlayStation-era Resident Evil aesthetic, these ideas showcase Simogo at their best. The same applies to the puzzle design, which alternates between simpler challenges and more demanding brainteasers. Thanks to the game's non-linear structure, I always had something to work on, and it frequently created that irresistible "just one more puzzle" feeling. Only rarely did I get completely stuck and have to consult a guide - and usually the issue was that I had simply overlooked something. That's the price of non-linearity. What doesn't work nearly as well is the one-button control scheme. It makes everything clunkier than it needs to be because you cannot simply back out of actions. For example, leaving a menu requires selecting an on-screen "Exit" button. I'm also not a fan of Simogo once again choosing to explain the core plot near the very end. If they want to tell their stories in such an artsy and cryptic fashion, they should have the confidence to fully commit to it. In the process, the game raises some very old questions: Can art free itself from capitalism? How can one create art without an audience - art that is perceived only by the eyes of the cosmos? There is a certain irony - and perhaps a message - in the fact that Renzo's art is ultimately experienced by players and purchased in the form of this very game.
感谢鱿鱼赠送的礼物!写了大概算第一个解密游戏全流程指南以及一个小指南,什么100美元啊红色迷宫的都有绘制地图,游戏心得也全写进去了,方便各位玩家集齐成就,当然,解密答案用了防剧透格式。 https://steamcommunity.com/sharedfiles/filedetails/?id=3770598195 https://steamcommunity.com/sharedfiles/filedetails/?id=3768823332 先说缺点吧。 1. 虽然说知道一开始是想做单键的游戏但体验后根据还是需要Esc作为退出键以及从后往前翻的滚轮式选项。 2. 此外放大镜移动有点慢,要是放大镜默认和角色所在位置一致,以角色为中心开始查看四周情况就更好了。 3. 游戏机上的小游戏难度有一点离谱,快速qte太为难老夫了但身残志坚地取得了成就…… 4. 有些场景镜头切来切去特别容易晕3D所以如果你晕3D,对于是否要玩这款游戏请慎重考虑。 说说其他的(游玩体验): 1. 没想到Sayonara wild hearts游戏后作居然是解密游戏。微恐解密……还蛮适合夏日的(总觉得解密时会凉飕飕的x)。没上车前先在附近转了一圈,回到车里打开音乐居然是sayonara wild hearts里我最爱的的双子关和开车那段的Parallel Universes和Night Drift,如果有人需要Sayonara Wild Hearts的全成就指南,巧了,咱之前也写了: https://steamcommunity.com/sharedfiles/filedetails/?id=3682255004 背包里居然还有卫生棉条这种东西hh,能相机记忆好强(仿佛回到了童年时代)。 噢!有狗,Rudi可爱!信件吗?哦所以目前1963.1.7,周一。 简单依靠信件和个位数加减打开了第一个房间以及内部的小锁和大门门锁。随后,我这个解密爱好者就——直冲大门前去rua狗!哦哟还有不同的动画,太可爱了,嘬嘬嘬来来再让我rua会儿♪(然后就直接解锁了一个成就!?) sc?不知道。我选择继续前进。还好这里回答失败也不会突然被人用左轮处决hhh 钱不是大风刮来的,但就这么把美金随意放置却真的可能被大风刮走……不管怎么说,这张我收下了。 地上有洞?那我当然是选择Freedom—— 诶这是哪?我去,怎么需要我最不擅长的那个图案谜题来开锁啊,hello?这里有人可以放我出去吗? 怎么记着记着美元编号和总数出现了差错啊—— 回头翻了翻发现是有一段复制粘贴后没改编号,还好只有100张,修改也方便(擦汗)。 整体脑回路对得上,玩得十分顺利,除了最后陵墓第三道谜题,[spoiler] 我以为是要把影子复原为正常样子结果居然是问如何操作让它变成影子的样子吗! [/spoiler]
This is one of the most challenging, haunting, and creative puzzle games I've ever played. If David Lynch made a video game, this would be it, which is one of the highest compliments I can give.
[h1]SIMOGO你们究竟是什么人![/h1] 打完SAYONARA WILD HEARTS闻着味来的,完全没有失望,反耳呢,震撼美味!能让我一个不喜欢玩重度解谜游戏的人玩的有点废寝忘食了。游戏的叙事逻辑是建立在抽离现实逻辑之上的,想评估自己会不会喜欢这款游戏可以直接考虑你是否喜欢大卫林奇的作品,没错,这款游戏的创作手法非常大卫林奇,用各种符号和心理隐喻构建出记忆迷宫,打造了一款“大卫林奇式噩梦”般的游戏。 关于游戏要表达的内核是“艺术与观众的关系”: 悲剧的起源[spoiler]是艺术家RENZO认识到“艺术的高低完全由观众来决定”,也就是艺术一旦被公众看到,解释权就不再属于创作者了,自己作品的控制权被公众剥夺了这事让他发疯走向了极端,哦他甚至说过想要“枪毙掉观众”的类似发言。嗜赌却又极度厌恶金钱,认为金钱腐蚀了艺术。在这种极端的偏执下他开始创作他认为最纯粹的艺术----一部不会被观众看到的作品,而LORELEI,也就是这款记忆迷宫的主角就是他的创作工具,是纯粹的牺牲品。[/spoiler]到最后我理解的是[spoiler]一个能自挖双目的彻头彻尾的疯子他有什么不能做到?兴许连他的死亡也是为了完成这场创作而设计出来的。都是艺术家,他算准了LORELEI的情绪临界点和艺术敏感度,诱导了这场“意外”。这样一来,他不仅用自己的死亡完成了作品的“绝版”还顺理成章地将创作中的工具LORELEI变成继承他痛苦与罪恶的迷宫囚徒,打造出了“绝无观众”的隐秘作品。[/spoiler]所以如果没有任何玩家参与打开这个游戏,[spoiler]RENZO就真的赢了,他成功用死亡和遗忘完成了一场病态的无观众艺术。[/spoiler] 而LORELEI AND THE LASER EYES本身就是SIMOGO对[spoiler]RENZO的“反击”[/spoiler]:不存在不需要观众的艺术,正如不存在不需要玩家的电子游戏。[spoiler]如果没有玩家点开这款游戏,那LORELIE的悲剧将永远埋在酒店里,[/spoiler]作为玩家,[spoiler]也是LASER EYES,究竟看到了多少看到了什么看到了多远,终极答案散落在我们自己的私人游玩感受里,[/spoiler]艺术不是单向的控制,而是一场由创作者与观众共同完成的对话。 这款游戏最用心的地方之一在于他大部分谜题都是随机数,玩家没有办法直接通过攻略获得答案,一定要懂解谜的逻辑才能推导出结果,我以前玩的解谜游戏一看攻略答案直接就出来了,所以少了很多参与感,对硬核解谜游戏始终提不起兴趣。这款游戏保护了我的参与感,能让我始至终保持着高浓度的沉浸去持续推动游戏。当然过程还是会出现不少让人抓狂飙脏话的谜题... 游戏到最后,我所有的情绪都化作眼泪,而在此刻,我写下这条评价,就是我用几十个小时的私人情感给这个作品画上句号的时刻。[spoiler]我是LASER EYES,是第三只眼,[/spoiler]所以我看到了,我看到了一切,晚安LORELEI。
A game for literal Mensa members, and I mean it, don't buy it, if you are not ready mentally. The game is actually tricky, you cannot even search for ready answers online, because each copy of the game is semi-unique, and you will have your own generated order of puzzels/numbers, etc. No kidding (mini spoiler) - openings to shortcuts are answers from IQ tests (order of which as I mentioned is semi-unique), but this is literally the easiest part of the game (yes, IQ testes are the easiest part of the game). Other puzzels are usually more complicated, because you have to use more elements (visuals, numbers, words) from the enviroment from the game to resolve a specific puzzle, or open multiple doors or puzzels to have acces to another one, and often times there is no hint which element it could be used for. You will have to use a lot of intuition in the game. Moreover - you have to use your actual memory, because even tho the visuals of some puzzles in games are saved in your "photographic memory" you have to at least remember you have seen something like this or have any idea where to look for certain things. You will need a calculator from time to time (this is build in the game btw) and knowlegde about world (like roman numbers, basic astrology etc). I have been stuck many times in gameplay, but damn no other game I have seen have been this delightfully mentally challenging. There is even a game in the game (yes) which has controls same as in old Silent Hills games, very nice touch. Aside from gameplay - game is visually pleasing and elaborate, the map is huge, hotel and surroundings have a lot of locations, levels and rooms, especially considering this is a puzzle game. Soundtrack is very decent too. This game is an expirience, that someone put a lot of mind and heart into.
I loved Sayonara Wildhearts and love puzzle games so I went blind and with high expectations It did not spark joy I liked the artstyle, the great but sadly occasional music, some of the puzzles But the pacing was a slog and too many puzzles felt more like keys and doors rather than figure it out Story is intriguing at first then shows its hand before "the reveal" that mostly made us go "That's it?" I guess it is yeah Also I hate mazes (Thankfully bf would do those parts for me). Biggest frustration of all though is that for no discernable reason they decided to make it a analog + start (settings menu exclusively) + one button game Every button under the sun is Interact AND confirm AND open inventory, depending on context so you have to open your menu, navigate it for notes and click the button to go deeper in the menu to find clues you forgot, then navigate all the way back out of it to the Close menu button. And of course the combination lock littered through the entire game that could clearly rotate both ways is only rotatable one way with the action button. And confirmable only by navigating to a separate part of it then clicking with the action button. Idk if it's as ass to play on KBM but this was torture on controller. Someone made a mod for it apparently but was too lazy to set it up
One of those enthralling experiences that has left me grieving after finishing it. Get out of my head, Simogo (don't actually)
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