
Embark on an unique and unforgettable journey and guide Sable through her Gliding; a rite of passage that will take her across vast deserts and mesmerizing landscapes, capped by the remains of spaceships and ancient wonders.
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.
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/day in the week to Aug 23 → 1.71/day in the week after.
About


Genres
Sums Steam only; PlayStation, Xbox, GOG, Epic 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 | 6.5Kreviews | 86% | — | $3.2M |
| $24.99 | 4.8Kratings | 58% | — | not modelled | |
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 859 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
On avait une belle promesse avec Sable. Celle d’un monde ouvert de taille modeste, explorable à son rythme, qui sentait bon l’inspiration Breath of Wild. Si elle est en partie remplie, le jeu ne parvient pas vraiment, selon moi, à déboucher sur une aventure passionnante ou mémorable. Il se prend à son propre piège en quelque sorte. A vouloir proposer une quête initiatique libre et sans contraintes (il est possible de finir le jeu très rapidement ou de le faire durer suivant l’envie), Sable reste cantonné à des tâches redondantes dignes d’un contenu annexe. Il y a beau avoir un mélange de quêtes et d’exploration libre qui se complète bien, rien ne m’a semblé vraiment sortir du lot, et j’ai pourtant complété l’aventure presque à 100% (hors collectable chiants). Ce serait mentir de dire que j'ai détesté y jouer. J’avais d’abord été attiré par le style graphique à base de lignes épurées et couleurs pastel, hommage évident au dessinateur Moebius, et puis à l'idée d’explorer de vastes étendues désertiques jonchées de ruines qui témoignent d'un passé oublié, un peu comme dans un Fumito Ueda. L’exploit reste remarquable quand on sait qu’il s’agit d’un projet réalisé par un duo de développeurs et permet de relativiser le caractère un peu recyclé de certains décors et surtout le choix d’avoir de grands espaces vides. D’ailleurs, cela vaut peut-être mieux qu’une myriade de grottes et de campements façon Ubisoft. Le choix de faire porter un masque a tous les persos a été fait pour éviter la surcharge de travail induite par la modélisation des visages, les devs ont ensuite brodé une justification et tout un lore autour, ce qui est plutôt astucieux. Ce qui est moins excusable en revanche c’est l'écriture assez plate (et une traduction française très… inclusive) avec des dialogues peu engageants et l’absence de personnages vraiment marquants. Et moi qui suit d’ordinaire complaisant avec les bugs, ici ils sont si fréquents (son, lumière, collisions, etc.) qu’il est impossible de ne pas les remarquer constamment, ce qui affecte l’immersion. Un autre reproche que je ferais au jeu c’est l’absence de challenge, hormis quelques énigmes et l’escalade. Dans sa volonté d'être un jeu détente, il manque une composante qui fait le sel d’une grande aventure : le danger. Auquel cas, j'appelle ça une promenade. J’aurais sans doute préféré une approche à la Outer Wilds, sans combats mais avec des dangers environnementaux, mais ça ce ne sont que mes goûts.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
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, Portuguese - Brazil, Simplified Chinese, Japanese
| $24.99 |
| 2.6Kratings |
| 66% |
| — |
| not modelled |
| $24.99 | 139ratings | 80% | — | not modelled |
| $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 860 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a disappointment. This game starts out beautifully with incredible atmosphere, visuals, and music. There's some glitches but it's okay overall. But it all goes no where and just ends. There are so many ideas left unexplored. When you find some amazing location to explore, get ready for your reward: pants. Just pants. Or maybe a shirt. Or twenty dollars. These items don't do anything, they're just cosmetic. They don't come with any story or worldbuilding or lore of any kind. Very sad way for a really interesting concept and really beautiful art and music to just be completely let down by a lack of writing.
[h2]旅途与选择必须要有意义吗 [/h2] 主题曲选得太好了,独特的莫比斯画风和预告早在几年前就给我留下惊鸿一瞥,一直没玩一直记着,真正玩了发现还真是和自己预料中的印象极其相似。带着面具的沙丘少女即将离开家庭外出历练,“滑行”是所有人成年的必经旅途。我们拥有了属于自己的一辆悬浮机车,她是随叫随到的代步工具和伙伴,也可以在旅途中获取和改装新的外观零件。 沙贝的旅途是探索与交流,随身机车的改造算是核心要素之一,但很遗憾无论我们怎么改装,也没有一个类似于竞赛之类的玩法可以在游戏中切实感受到不同零件不同动力的差异。同时也很难不注意到所有NPC都带着不同的面具,里面有非常多女性与使用非二元称呼的NPC。你很难从外观判断Ta们的性别年龄,在游戏里这确实不重要,但某种意义上这种不重要带来的去性别感又很重要。很难理解仅仅因为这个就打差评的,看上去脆弱得可怜了。 广阔的地图没有线性剧情的限制,初始任务完成后,伴随着Glider响起,沙贝驾驶机车冲入大漠,那一刻所感受到的畅快无限接近当年第一次玩旷野之息的感受。在整个地图发现和空间感上,这个游戏确实算我见过类塞(旷野之息)单机里最相似的,开放世界到处跑到处爬,每一块区域需要攀爬开地图、通过收集品增加精力、地图散落的试炼迷宫、和滑翔伞一般无二的滑行石……连采集音效都几乎一模一样,活脱脱一个不用打怪不会摔死、全性别友好的小型旷野之息。 当然,以上说的只是玩法,剧情上这是一个全新、更舒缓自在也更诗意的故事。滑行途中我们可以不断通过解谜、钓鱼、攀爬、机车升级、跑腿等不同的任务获得对应的徽章,三个徽章可以兑换成面具。在解锁第二个地图时,部落家人就会对沙贝发出邮件,让她随时可以回家结束“滑行”,结束游戏,直接选择自己的面具进入下一个阶段的人生,简单来说,你完成的玩法/任务越多,能够选择的面具也就越多。 玩家进行滑行的游戏体验本身到底是为了寻找某个人生目的、为了完成游戏剧情还是只为了单纯走遍地图? 滑行途中我觉得所有人都很自由自在、来去自如,那么这种身份和归属感的选择是必须的吗?无论获得了多少面具,最终剧情中依然要做出选择,只不过玩家可以自己决定要不要给这个选择赋予任何意义。因为一旦选择就意味着游戏结束,仅此而已。 玩久了会发现游戏地图太空了,因为没有怪物不需要杀敌打怪,广阔的地图中除了一路跑和开车走过,沙贝和地图没有任何互动,野外非任务需要更是没有人类出现,广阔的迷宫神殿中充满着无用的的闲置空间,当然还伴随着无处不在的BUG——幸好有传送和存档功能。根据时间、植物地形差异出现不同鱼群的设定,再配合钓鱼玩法本来可以很好补充大世界生态感,但因为负责指引的生灵屋位置太偏,一般人都在大后期才解锁,此前毫无指引自然也毫无体验。同理游戏里精力值需要收集虫子找女王兑换这点也是毫无指引,但凡前期没找到巢穴那完全变成了另一种难度,我真的看到有玩家压根不知道可以加精力,只靠着初始一圈精力用双脚丈量大地…… 虽然我上面类比野炊,但完全不建议抱着同样的期待去玩,优化和可玩性乐趣的缺失让它不能称得上一个非常好玩的游戏,不过莫比斯画风让本来会显得空荡荡的大地图充满了视觉惊喜,每次开着机车疾驰在沙漠原野上都是一种享受,只是也真的容易晕(。)十个小时候才发现这游戏原来自带了相机模式,果然制作组也知道这是一款处处是景的艺术品,至于好不好玩,反而是其次吧......
Sable, developed by Shedworks and published by Raw Fury, is an open-world exploration game that emphasizes curiosity, discovery, and artistic immersion over combat or traditional gameplay challenges. Players take on the role of Sable, a young girl embarking on her Gliding, a coming-of-age journey across the vast desert planet of Midden. Her goal is to find a mask that represents her chosen identity within her community, and along the way, players encounter ruins, nomadic tribes, and enigmatic structures that tell the story of a world both ancient and mysterious. The narrative unfolds subtly, encouraging players to absorb the world around them at their own pace and discover personal meaning in their journey. The visual presentation of Sable is one of its most remarkable features. The game draws heavy inspiration from the works of Jean Giraud, also known as Moebius, resulting in a hand-drawn, cel-shaded art style that feels like stepping into a living painting. Every environment—from sweeping sand dunes to towering rock formations—has been carefully crafted with a striking use of color, line work, and composition. This distinctive aesthetic not only captivates the eye but also enhances the sense of scale and solitude that defines the exploration experience. The game’s minimalistic HUD and unobtrusive interface allow players to immerse themselves fully in this unique desert world without distraction. Gameplay in Sable is focused on exploration, environmental puzzles, and interaction with the world’s inhabitants. Players traverse the desert using a customizable hoverbike, which provides freedom to chart their own course across the sprawling landscape. Along the way, they uncover hidden ruins, solve subtle environmental challenges, and engage in conversations with other characters to gain insights into the planet’s history and culture. The game’s non-linear structure allows players to approach objectives and exploration in a highly personal way, encouraging careful observation and rewarding curiosity rather than forceful progression. The absence of combat contributes to a meditative, reflective experience, where each decision is contemplative and deliberate. The atmospheric design is further enriched by the soundtrack, composed by Michelle Zauner of Japanese Breakfast. The music blends ethereal melodies with ambient textures, complementing the game’s tranquil pace and reinforcing the sense of wonder as players traverse the desert. Each musical cue enhances the emotional tone of Sable’s journey, evoking feelings of solitude, awe, and introspection without ever overpowering the gameplay. Sound design, including environmental effects like wind and shifting sand, immerses the player in the desert world, making each moment feel alive and tangible. Critical reception of Sable has largely celebrated its artistic achievements and unique approach to storytelling. Reviewers have praised the game for its breathtaking visual style, thoughtful pacing, and innovative approach to open-world exploration. The emphasis on personal discovery and non-linear progression distinguishes it from conventional adventure games. Some criticism has been directed at the lack of conventional gameplay elements such as combat or a more structured narrative, which may leave players seeking more traditional challenges wanting. Nevertheless, the game’s focus on visual storytelling, exploration, and atmosphere resonates strongly with those seeking a slower, more contemplative experience. In conclusion, Sable is a visually stunning and emotionally resonant exploration game that offers a deeply personal and meditative experience. Its emphasis on curiosity, subtle storytelling, and breathtaking desert environments creates a world that is both expansive and intimate. While it may not appeal to players looking for high-intensity action or conventional challenges, it succeeds brilliantly as an artistic adventure that celebrates the beauty of discovery, reflection, and the passage into adulthood. The game is a testament to the power of visual design and atmosphere in crafting immersive, meaningful gameplay experiences. Rating: 9/10
Overall it is a decent game, but the jank in the movement was too annoying that I lost the desire to continue playing.
[h1]自分みたいにせっかちな人にはおススメしません[/h1] 最初の30分は絵柄・世界観・音楽が何て素晴らしいんだろう!と感じましたが、 人間慣れるもので、次第に緩い目的のない冒険に間延び感を抱き始めました。 主な理由が [h3]緊張感がない[/h3] 戦闘も死もペナルティもないので手に汗握る瞬間がほぼない 良くも悪くもずっとユルイから緩急を感じられない [h3]冒険感そこまで感じない[/h3] トレーラーではバイクで駆け巡ってますが、 実際はボルダリングゲーで6割は壁登ってます。 特に困ったのが、ゲーム内時間の概念があるので、 数分に一度しか来ないタイミングじゃないと 辿り着けないところがあります。 これがせっかちには効く [h3]探索に旨味を感じない[/h3] 探索やクエスト進めて手に入るのが、どうでもいい物ばかり 微妙なデザインのコスチュームに、ほぼ見ないバイクのカラーに、小銭・スタミナの種 [h3]サブクエに面白味を感じない[/h3] 結構序盤で好きなタイミングでエンディング見れるので、 サブクエがメインのゲームなのですが、これが面白くない 主人公含めNPCも全員マスクしてて 名前も独特だから誰が誰だか分かりにくい。 サブクエも[u]『あそこ行って誰々と会って』『あそこ行って何々取ってきて』[/u]こればっか。 誰だか知らない人に、見た目だけの『観光地』みたいなエリアに行けと言われ、 似たような構造のマップで似たようなパズルを解いて、いらない報酬を貰い、 誰だか知らない人に報告をして、またいらない報酬を貰う [h3]細かい不具合がちょいちょいある[/h3] 頂上ついたら頂上のオブジェクト消える 掴めると思った壁にコライダーついてなくて通り抜ける メッシュの中に入ってプレーヤー閉じ込められる アクション中カメラが見下ろしを維持しようとして荒ぶる(酔う) [h2]結論[/h2] ゲームの出来としては十二分に良ゲーの部類だと思いますし 刺さる人に刺さるのも分かります。 ただ自分には世界観に没入するには、引きずりこむ力が最初だけでした。
This is boring.
Outstanding and gorgeous. Wonderful tribute to the art of Moebius. Great concept and fun to play/explore.
Sable is a true 10/10 game. The art, music, ambiance, story, and even Chums! This was such a peaceful, meditative game to come back to over and over again. It's the type of rare gem that you want more of, but you know that it's special because it's singular. Thanks devs! This was a ride!
Игра про поиски себя: героиня уезжает из своего племени, чтобы понять, какое место хочет занять в этом странном, постапокалиптичном мире. Атмосфера тут медитативная: красивые локации, музыка как тёплый ветер и лёгкие задачки, от которых отдыхает голова. Самый сложный квест, как ни странно, играть в прятки с детьми в городе, они знают толк как там потеряться. Главный кайф - это чувство свободы, когда мчишь по пустыне на байке. Из минусов: байк иногда тупит и пытается клюнуть носом в песок, а пару глюков вынудили загружать сохранение, чтобы пройти дальше. В целом это игра для расслабления и красивой картинки, простая, тёплая и про важное, про то, как мы ищем своё место.
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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