
A tale of survival about two shipwrecked robots - ION and ANI - on their life-defining journey in this unique genre-mix of exploration, puzzle and survival.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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The United States storefront in every case, so this compares stores and not countries.
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Languages: English*, German*, French, Spanish - Spain, Russian, Hungarian, Simplified Chinese, Polish*languages with full audio support
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 1.1Kreviews | 69% | — | $0 |
| Free | 95ratings | 70% | — | not modelled |
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a nice puzzle, kind story, but you have to look for a solution!
Jogos de sobrevivência desenvolvidos com poucos recursos, mas muita paixão, já me surpreenderam positivamente mais de uma vez. Nesse aspecto, eu poderia citar Arid, Near Death ou Starsand. O próprio Minecraft, bastião do gênero, começou como o projeto de uma pessoa só. A essa lista, eu gostaria de acrescentar o simpático Phoning Home. Outra característica que une todos esses títulos (até mesmo o aparentemente aberto Minecraft, da sua maneira) é que todos tem uma linha narrativa. Existem objetivos a serem cumpridas, etapas a serem seguidas e, consequentemente, uma conclusão. Ter uma história não é ingrediente fundamental para um título do gênero funcionar e muitos se bastam em sua brincadeira de caixa de areia. Entretanto, quando um arco dramático está presente e a jogabilidade oferece um Norte, o jogo fica mais rico aos meus olhos. Nesse sentido, Phoning Home tem história, personagens, carisma e até mesmo uma decisão ética em sua conclusão. O jogo nos apresenta com uma abertura que já foi usada e abusada em diversas mídias: somos náufragos e precisamos enviar um sinal para casa, para sermos resgatados. É o "phoning home" que dá título ao jogo. Entretanto, o diferencial é que pertencemos a uma civilização cibernética. Nossos ancestrais abriram mão de seus corpos biológicos e transplantaram sua consciência para máquinas. Entretanto, essa transição aconteceu em eras muito antigas e as memórias desse passado estão perdidas no terreno das lendas. A dicotomia entre entidades de matéria orgânica e entidades de metal está no coração da experiência de Phoning Home. Em sua superfície, o jogo busca inspiração na estética de Wall-E. Controlamos um robô bravo e resistente, mas mudo e, aparentemente obsoleto. Seu nome é ION. Ao naufragar em um planeta desconhecido, ele precisa encontrar recursos para realizar consertos e se manter ativo, ao mesmo tempo que busca um caminho para salvar a si mesmo e a IA que controla sua nave avariada. Nessa jornada, ION encontra outra nave naufragada nas mesmas condições e a unidade robótica ANI, falante, muito falante. ANI será a companheira de ION para explorar esse mundo hostil, ora funcionando como uma parceira que precisa ser protegida das intempéries, ora atuando como guardiã armada da aventura. Qualquer semelhança com os personagens de Wall-E não vai muito além dessa superfície. A partir da dinâmica entre os dois irão nascer os maiores desafios do jogo. O aspecto survival de Phoning Home não está presente na construção de estruturas, mas no gerenciamento de itens de primeira necessidade para os dois robôs, como equipamentos, componentes, baterias, reservas de combustível e outros artefatos que podem ser sintetizados a partir de recursos encontrados no próprio planeta. Nesse aspecto, Phoning Home não é nem fácil demais, nem difícil demais. Haverá momentos de escassez e economia, mas também haverá momentos de abundância e administrar os altos e baixos é uma parte significativa da experiência. Phoning Home se torna um desafio de verdade na parte de explorar o planeta. As regiões são verdadeiramente colossais e navegar entre elas irá exigir paciência e um senso inato de localização, uma vez que o jogo não traz um mapa. As distâncias exageradas e relativamente vazias funcionam para destacar tanto a solidão de seus protagonistas como a sensação de abandono em um espaço para o qual você não pertence. Não chega a ser uma experiência extrema como Starsand, mas cruzar esses horizontes exige esforço físico e mental. A primeira impressão engana: os protagonistas podem ser fofos, mas sua odisseia é desgastante. O amadorismo do estúdio transparece em arestas que seriam polidas no trabalho de estúdios mais experientes. Em Phoning Home, é perfeitamente possível colocar a si mesmo em uma situação impossível de vencer, o que exige recuperar um save antigo. Determinadas habilidades podem ser abusadas e muitas vezes a solução que encontrei parecia algo que eu tinha improvisado, não algo que os desenvolvedores tinham planejado como o caminho "correto". Em contrapartida, em outras partes cometi erros terríveis provocados por minha própria burrice, inclusive me desorientar após um teleporte e seguir na direção oposta. A personagem ANI talvez seja falastrona, um contraponto para o clichê do protagonista mudo. Entretanto, cabe a ela reproduzir os questionamentos que o jogo almeja. Qual é o valor da vida? Teremos tomado a decisão certa ao abandonar nossos corpos orgânicos? Que direito temos para decidir sobre o destino de outros seres vivos? Assim como o planeta que lhe serve de cenário, Phoning Home esconde muito mais do que aparenta e acaba entregando uma jornada surpreendente. Análise publicada originalmente em: [url=https://blog.retinadesgastada.com.br/2026/04/jogando-phoning-home.html]https://blog.retinadesgastada.com.br/2026/04/jogando-phoning-home.html[/url]
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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 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ich Kaufs und dann ist es kostenlos verfügbar, hoffe ihr habt Spaß mit meinem damaligen Geld ....
Phoning Home is an unusual science-fiction adventure that blends survival, exploration, crafting, puzzles, and light action into a journey built around isolation and companionship. Developed and published by ION LANDS, it casts the player as ION, a robotic exploration unit originally sent to gather natural resources. A catastrophic crash leaves ION stranded on an alien planet with a severely damaged ship, transforming what should have been a routine mission into a struggle to survive long enough to contact home. The premise works particularly well because ION is not presented as a conventional action hero. Exploration and problem solving are more important than simply destroying everything encountered. After setting out with the ship's artificial intelligence as the only source of company, ION eventually discovers ANI, another stranded robot whose eccentric personality contrasts nicely with the protagonist's comparatively reserved nature. ANI becomes central to both the story and gameplay, since escaping the planet increasingly depends on the two machines cooperating. Protecting her can occasionally resemble an escort mechanic and produce frustrating situations, but her presence also gives the adventure much of its personality and emotional weight. Exploration is arguably the strongest part of the experience. The planet contains large environments encompassing forests, snowy mountains, volcanic terrain, canyons, oceans, and scorching deserts. Lighting changes and environmental effects help create the impression of traveling through a hostile ecosystem rather than moving between conventional game levels. Weather and extreme temperatures are not purely cosmetic either, as surviving different conditions becomes part of the challenge. The resulting sense of vulnerability fits the premise exceptionally well, particularly when ION ventures farther away from familiar territory. Crafting complements this structure by making resources scattered throughout the environment valuable. Materials can be collected and transformed into important tools and improvements that help ION continue the journey. The crafting system is more supportive than overwhelmingly complex, which suits a story-driven adventure. It encourages exploration without turning the entire experience into inventory management. Portal technology provides another interesting element, allowing the player to create portals that assist in traversing the expansive landscape. This mechanic becomes particularly useful considering how large and geographically varied some regions can be. The planet also contains remnants of an alien civilization, adding mystery to the survival premise. Players can investigate ruins, decrypt an unfamiliar language, and restore lost technology. These discoveries provide a stronger reason to explore than simply gathering supplies. Environmental puzzles and logic challenges gradually reveal more about the world, giving the adventure a satisfying archaeological dimension. The science-fiction setting is consequently more than decorative scenery because understanding the civilization that once occupied the planet becomes intertwined with ION and ANI's struggle to escape. Combat is present but deliberately shares attention with alternative solutions. Some confrontations can be avoided rather than fought directly, reinforcing the idea that ION is an explorer attempting to survive rather than a heavily armed soldier. The action mechanics are functional, although they are not as refined or satisfying as the exploration and puzzle elements. This unevenness extends to certain movement and companion interactions, where the game's ambitious design can occasionally feel rough. Later portions also become noticeably more demanding, creating a sharper difficulty curve than the relatively approachable beginning might suggest. Presentation is strongest when emphasizing scale and atmosphere. Natural landscapes contrast effectively against the mechanical protagonists, making ION and ANI appear genuinely foreign within their surroundings. Some visual elements and animations show their age, but the variety of environments helps compensate. The soundtrack is another strength, providing an appropriately contemplative background for long stretches of exploration. Voice acting gives the robotic characters additional personality, particularly ANI, preventing the journey from becoming emotionally sterile despite its intentionally lonely setting. The mixture of genres is simultaneously one of the game's greatest strengths and weaknesses. Players looking for an extremely deep survival sandbox may find the crafting and resource systems too directed, while those primarily interested in narrative exploration may occasionally become impatient with gathering materials, managing hazards, protecting ANI, or traveling long distances. Combat enthusiasts will similarly find that fighting is only one component rather than the central attraction. The experience works best when approached as a science-fiction adventure in which survival mechanics, puzzles, exploration, and action collectively support the journey. Steam Deck compatibility deserves some caution. The current Steam information does not provide a clearly confirmed Deck Verified or Playable status for the title, and reliable current compatibility information specifically for this game is limited. It should therefore be regarded as having unconfirmed Steam Deck compatibility rather than assumed to work perfectly. Since Steam Deck can run many Windows games through Proton, experimentation with compatibility layers or controller configurations may be possible, but anyone specifically purchasing it for handheld play should check the latest compatibility status on their device before expecting a trouble-free experience. Despite its rough edges, the adventure remains memorable because it attempts something more personal than a straightforward survival game. The developing partnership between two stranded machines provides an unexpectedly warm center to an otherwise lonely journey, while alien ruins and environmental mysteries maintain a steady sense of curiosity. Crafting, portals, changing climates, puzzles, exploration, optional approaches to combat, and the search for a way home give the journey considerable variety. Not every mechanic reaches the same level of polish, but the combination produces a distinctive science-fiction experience for players who value atmosphere and discovery over constant action. Rating: 7/10
At first is seems as a cute game. But even in the first minutes you can feel the little annoyances that will come later. Resources don't renew, so you might end up with a bunch useless items and not be able to finish the quest. You lack sensors, so the only one you have (apart your eyes) is the hull damage. Lack of logic in world-building makes plot holes bigger than the one in your ship (they say you represent highly intelligent species able of interstellar travel - and everyone act like bunch of kids from a movie stranded on an desolate island). And this is labelled as open-world... but the game is about going from A to B and then back to A. There is nothing open in here except that vast nothingness you're forced to pass back and forth with a very annoying companion. If you like dumb linear escort missions in a cute environment - go for this game. Otherwise spend your time on something better.
Lo siento pero no me gusta, es para críos y para colmo en tercera persona
Стоит пройти!
игра подарившая девство
〜( ̄▽ ̄〜)
[h1] [/h1]
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