
The five crew members of the Tulpar are stranded in the empty reaches of space, shrouded in perpetual sunset. God is not watching.
Modeled estimate, not a reported figure. How we estimate →
Prices
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): 12/day in the week to Aug 17 → 27.71/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1556 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If I had to describe this game in a word it would be [i]pretentious[/i]. Mouthwashing is an overly hyped game that takes the player into a tiny little travel through space with a small "family" that never gets home. The design and art choices behind the game are very charming and adds a lot to the atmosphere they're trying to set, same thing goes to sound and music choices. My issue with the game starts at the middle-to-end section of it. The story is engaging for the most part, but eventually everything starts to fall flat and we can clearly see that someone tried to compensate this with visuals that don't really add much to the narrative. [spoiler]Why am I walking around through a whole section of body horror over and over, for several minutes during the ending? What is that supposed to tell me, the player? Why must that be done again and again between chapters? Was that done to justify the "horror" tag? I honestly don't get it.[/spoiler] The game itself feels more like an interactive movie than an actual game, it's pretty "linear" (lol) in a sense. "Do this, do that, fetch this, use that". And that's it, the story unfolds and gets messier and messier without any proper interference or control by the player's hands. My issue with this whole thing is that I didn't really feel anything playing it, at all. If you want your game to be more like an "art statement" that brings you a message or something, then it should actually make the person playing it feel something other than boredom. Towards the end I was mostly confused because none of it made sense. At some point I actually questioned out loud "is all of this [i]really[/i] happening because of [i]that[/i]? (trying to avoid spoilers here). Like...? It was all just a bunch of overreactions that made no sense on top of underreactions from the characters involved indirectly and I kept thinking that despite everything, [spoiler]if you're in a vessel with a person [i]that[/i] unstable, would all of the people around said person just accept that and leave him to his devices without any kind of intervention? Considering he is putting everyone's life in danger? It just made no sense.[/spoiler] [spoiler]Logically speaking (and statistically too, considering real life events), only one person would've rip'd in that situation and it wasn't gonna be any of the men involved. And considering how the company they work for is portrayed, they'd only lose a few "credits" for it and could just call that a day, no? How am I supposed to believe the best solution to the mess he created was the one he came up with? No one on that ship stopped for a second to think about alternatives and no one on that ship stopped to listen to the only real victim there. Was it really only Jimmy that saw her as less than nothing? Cause I kinda feel like the game lowkey does that too. If that is a deliberate choice by the devs or not I'll never know.[/spoiler] It just felt messy and disrespectful. I could see that the devs wanted this game to be dark and profound, but it just turned out to be pretentious instead. It's not a bad game, don't get me wrong. But the whole thing could've been done differently, with different POVs, more dialogues, more insight, more thinking and plotting, like [i]real life people[/i] usually do. I just couldn't suspend my disbelief like [i]that[/i], because the game tries to be grounded too. There are no monsters, no fantasy, it's just people "trying their best". The main character makes no sense at all, none of his actions are justifiable and nothing that he does appeals to me in any way, he's just a whiny, overreacting, brainless pissbaby. And the fact that we, as a player, have no say in [b]anything[/b] that happens just makes this whole thing feel like you're also trapped in that ship with a bunch of morrons and you're actually being forced to "control" one of them. This should've been a movie, it certainly feels like one.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America +4 more
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Muito bom
Cooles kurzes Indie-Horror Spiel. Wahnsinnig gutes Sounddesign!
This is not really a two hour game. To be clear, it takes two hours to get to the final cinematic, probably binged in one night. After that though, the real game starts. What just happened? Wait, what? What about that? What about him? What about her? What are people saying? Oh my god! And that's much longer than two hours. So you're getting your money's worth with this game, and hopefully incentivizing Wrong Organ to do another psychedelic horror masterpiece rather than whatever their next game is. That said, don't actually read anything until you play through the game at least once. This game knocked SOMA to third place for me, and Edith Finch to second, and that's saying something. Really brought back my love for indie psychedelic horror with a vengeance, a genre which is prone to half-assed slop but also gems like this game. I had to buy Endacopia after just to get my fix. 9.99/10. Play it blind. Only thing I have to say is that this game, unfortunately, suffers from the indie horror game design problem of "Oh wait, I'm supposed to be a game", and then putting in like 5 minutes of "game" just to satisfy the gaming gods or something, but which just end up almost ruining immersion. Relax, I like interactive movies with light puzzle solving -- and only because it helps with verisimilitude. Embrace what your game really is.
Muito bom.
I like it
One of the best games ive played!!
剧情神了,美术神了,分镜神了,音乐神了,音效神了,关卡设计的不行,引导有些地方弱了,难度上很简单,但这两点还是很影响游玩,开货舱门那卡关简直匪夷所思,挡着输入键不让用,然后这个中文,点完喂药说“他的嘴闭上了”,我还以为是喂完闭上嘴咽了,很多人一辈子见不到这种伤者,谁知道吞咽也会有问题,最后发现一直哭是因为嘴没打开,压根没喂进去,我的天啊。总体还是夯中夯,夯爆了。
increedibily ♥♥♥♥♥♥ up and incredibily wonderfull at the same time
Fentanyl kafasi
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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