
A narrative adventure about the momentum and whiplash of young adulthood. Explore the big city through 18-year-old Mara's eyes. Collect items, nurture ideas, and experience complex relationships while attempting to find your place in the world.
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Prices
The United States storefront in every case, so this compares stores and not countries.
About
A point-and-click adventure about the momentum and whiplash of entering young adulthood. In the sequel to the award-winning Perfect Tides, explore the big city through the eyes of 18-year-old Mara: collect items, nurture new ideas, and experience the thrills and agonies of complex relationships while finding your place in the world.
Features:
Experience another cinematic tale following a year of Mara's life, complete with seasonal acts, non-linear exploration, and branching outcomes in point n' click-style adventure.
Collect an inventory of names and subjects to grow Mara's understanding of topics through conversation, experience, and memory.
Explore more than 60 environments via the public mass transit system.

View and interact with rooms, build friendly and romantic relationships, and collect objects with ease thanks to a series of streamlined and expanded gameplay mechanics.
Perfect Tides: Station to Station is a standalone experience, welcoming both newcomers and returning players from the original Perfect Tides title.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $19.99 | 272reviews | 98% | — | $100.9K |
| $19.99 | — | — | — | 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 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Every now and then a creative work comes along that halts me in my tracks and demands my full attention without distraction. For the last day I was barely able to peel myself away until seeing it through to the end. Station to Station feels like a welcome addition to the adventure game genre, one that has been sadly neglected with few new ideas in the decades since Lucas Arts and Sierra were at their peak. While the original Perfect Tides tapped into those nostalgic games of that era, Station to Station feels like it has more to offer than any adventure game since Grim Fandango. Replacing the standard inventory of items with ideas and experiences instead is fantastic. Already after my first play I'm considering what could be different on the next attempt. The closest comparison game that comes to mind is "Night in the Woods" where some decisions greatly change the outcome. Like that game, I see myself picking this up again many times to explore the possibilities. I love Mara; she is incredibly relatable. Insecure because of childhood bullying, frustrated with not being able to read or comprehend the way other people behave, and saddened by circumstances put upon her entirely outside of her control. Her inner tapestry often conflicts with those around her because it remains internal, only becoming external when she is well past her ability to contain it any longer. To her the blowups are well overdue, but come as a complete surprise to people around her. Is she bad at communication, or are others bad at interpreting her? It is impossible to know for sure because so much of what happens remains unseen and unsaid, and that is beautiful. The 2003 setting is so specifically nostalgic for me, a point where I had set into motion the effort to become a professional artist. Watching Mara attend school and follow the leads and creative strands to become a professional writer while living in the big city felt like someone had reached through the internet and stung me on my most sensitive nerve ending. While my own pursuit didn't fully take me into that world, a part of me still yearns for it on a deep, deep level. Mara's dreams and frustrations feel so real and realized that it feels very personal, and probably autobiographical from the context of Meredith Gran's previous works. As I said in my review or the original Perfect Tides, I hope this becomes a trilogy and we see Mara again at least one more time. I crave to know if she makes it, and how. I'm rooting for you, girl!
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Languages: English**languages with full audio support
Hours played at review time, across 63 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wonderful writing, great characters and setting, novel mechanics. Lovely. (It is light on puzzles, if that's what you're looking for in an adventure game, but I was happy with a great interactive narrative experience.)
Perfect Tides : Station to Station has some of the best writing ive seen in a game since Pentiment. There's a wonderful bit of emotional sincerity we get by being privy to the innermost thoughts of one of the most paranoid and self conscious characters in fiction, the kind we've all embodied at some point (or well, I have at any rate) when we interpreted someone else's words or lack of words or any number of potentially innocuous things as clear signs that you've upset them forever and all is lost and you should just move to a different country to avoid the inevitable embarassment of being confronted by it. Its as compelling as it is maddening. At times riding shotgun inside the protagonist's head feels like attempting to guide a nervous gazelle through a china shop. Her neurotic paranoia and overthinking are entirely intentional, but sometimes it gets a little, tiny bit too much for me, maybe precisely because I really DID use to think that way much more as a teenager and being confronted with what feels like a version of myself I overcame is uncomfortable. "Art should comfort the disturbed and disturb the comfortable" you say? Well, fair enough I suppose. Like Pentiment and Disco Elysium, the writing excels in part because it paints with a wide spectrum of human emotion. The ups and downs of protagonist Mara's life make for a good canvas because its as varied in experiences and emotions as the City it takes place in and which, cliched as it sounds to say, is almost its own character in the game. The game is deeply funny in ways that we really ought to see more of in games outside of your Discos and Pentiments, its self effacing, its witty but not up its ass, its absurd and wonderfully human. There's a memorable bit where Mara goes to a bar and her boyfriend asks for Bohemian Rhapsody to be played for Karaoke. My first thought was of course "There is no way this game has the money to license a Queen song" and sure enough it didnt, but instead the DJ broke the fourth wall and asked me, the player to provide the song myself and use the timing of the text box to sync it up to the game. A bit corny in concept but it feels earned and sincere enough I was totally swept away by the moment. The point and click puzzles are admittedly not the most involved, despite being made in adventure game studio there's rarely any super complex inventory puzzles, but honestly Im fine with that. The ones that ARE there are usually employed well to move a scene forward and or advance some bit of characterisation. The real strength of the interactivity comes in the sort of Disco-esque mind palace writing system, wherein your understanding of certain topics you can bring up in conversation and in your writing for school or outside of it can evolve based on the books you read or real life experiences you have. Its solid writing advice, that whilst writing consistently is important, LIVING is just as if not more so. Its also cool in the way in which the narrator is both you and not you, there's some meta elements it lightly toys with when interacting with Mara's own views on topics or people you can directly interrogate and which nicely update based on the game's events, so its worth it to go back to them to see how they've changed; especially during the last act of the game following the lowest point in Mara's journey you can get a sense of both her initial hopelessness and eventual growth towards her own thoughts in an organic and player driven way, which is one of the ways in which despite excelling most at writing and literary style, it very much is a GAME and takes advantage of it. I could probably write 5k more words on the subject but honestly I think its a game best experienced relatively blind and the game's own excellent writing is making me feel self conscious about my own, in a meta sort of way. So in case its not been obvious, I think you should hop on Perfect Tides : Station to Station...NOW!
Genuinely one of the best narrative game I've played. Smoothened over so much of the rough edges of the first game. The little mechanical innovations are so thematically on point. Each 20-30 minutes of my short play sessions just made me feel and reflect in so many ways. A great game for anyone who's just looking for a story that gives you the space to sit with your own thoughts.
Not finished yet, but what a banger! Just from the trailer, you know you're looking at a unicorn. I have two negative aspects so far. First of all, sometimes I feel lost, and it's difficult to know what I actually have to do. Secondly—and this is probably not that important—some scenes played without audio for me, which made them feel artificial; without music, it was quite awkward. But overall, this is a must-buy just for the plot and music/art
Some of the best writing I've encountered in a while, beautiful and funny. Also great art style and music. 10/10, worth your time and then some!
Perfect Tides, the precursor to this game, displays a competence in applying the basic mechanics of Adventure games in highly effective ways to tell an intimate story. Pretty much everything in each scene can be Looked At to get some excellent writing that tells you more about the story's setting, its characters, the protagonist's current mood. The game does not block you on many puzzles, but [i]does[/i] include a bunch of things you can do that are not strictly necessary - some impact the story, others don't, and it's usually hard to tell so you end up choosing what to do based on the fiction. Perfect Tides: Station to Station takes this already great setup and makes it feel sparse in comparison. It does a thing I love seeing in games: invents mechanics in service of the story, rather than the other way around. You're playing as a college student, so of course you have writing assignments with deadlines that you need to meet and often have to choose between writing versus all the other things you could be doing in the game. You can loan out and trade books throughout the game, but you can only read one book per day. Reading books can increase your knowledge of a handful of topics, which you can then use to write better assignments. A game loop! But it's all there in service of the story. You will never (I think?) lose the game because you failed an assignment. You might get a "worse" ending, but I'd say that sort of thinking doesn't really fit into games like this, where endings can't really be categorized as "good" or "bad". Really, reading books is fun because you get a summary of what Mara, the protagonist, thought about these games. It's interesting stuff and really pulls you into the character's frame of mind throughout. And there's hidden nuance in these mechanics, too! As a quick spoiler: [spoiler]if you read The Wretched of the Earth before The Communist Manifesto, you fail to understand it and are unfamiliar with its language. Read it in the opposite direction and you get a lot out of it.[/spoiler] Nothing "feels" mechanical about these, despite how mechanical they actually are. The story itself is messy and dense - structured into days, I had to take a break between each in-game day just to process the various happenings. Mara is a complex character with a lot of conflicting feelings and thoughts. Nothing is held back, and again, the Adventure game trappings are used excellently towards that, showing Mara's inner workings in a bunch of different ways - from Look At descriptions to a phone that lets you check in on how she's feeling about a variety of people in her life and the central topics occupying her mind. There's a trend in video games for stories to just be "about" one thing. Station to Station challenges that, as it covers so much else - college life, lived experiences, love and heartbreak, 2000s internet culture, music, city life and so much more. It covers a lot of ground and saying it is "about" any one of these things, especially given that it's a sort of memoir, feels iffy at best. The only thing I miss about Perfect Tides is the previous game's setting (a thing this game actually alludes to!) Gone are the expansive screens with nothing to do in them - Mara usually only has a few locations she can go to at a time, with everything else being inaccessible one way or another. Strictly speaking, this is better for the gameplay, as in the original there is plenty of time wasted just trying to find out what you can do in a given time period. But, it also let me savor the lush backgrounds and especially the quiet night scenes of the island, and there's plenty of rich vibes to be found in the City setting of this game that I don't think are sticking to my memory as much. All in all, this is a really great piece of craft and design that results in an honest story involving, but not necessarily "about", a girl's journey into adulthood, and a college story that doesn't stick to a template of what college life "should" be like.
banger, no skips, absolutely lovely
It's criminal this isn't getting more attention. Incredible writing that is impossible to not emotionally engage with.
Made me feel. Gave me hope
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