
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 856 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It kinda pains me to say that this game is overhyped: while the concept of the game is good, the execution is lacking. The intended experience of the game is to use a cool hoverbike to travel between interesting landmarks on a massive map, appreciating the scenery on the journey and the character interactions at the destinations, and a couple little puzzles along the way, but in practice it fails at every step to deliver that experience: The hoverbike handles poorly, moves too slow, and constantly smashes into the ground when not on flat terrain. I cannot really overstate how sad it is to pilot the thing, it constantly spins around and smashes into the floor, everything about piloting it looks and feels wrong. You can slap upgrades on the thing to make it perform slightly differently, but the upgrades are all tied to cosmetic changes that might not be the look you want, and also have a cost to purchase so are mostly unavailable without backtracking. The world is large, but empty. There isn't really much point in exploring because there aren't any rewards to going to places that aren't obviously constructed to be gone to, and the bike moves so sluggishly/awkwardly that it's not really fun to just drive around in the sand, so the end result is just moving in a straight line from one landmark to another. The landmarks themselves are well constructed and tend to have interesting characters in them, but most of those characters don't have more than one set of dialogue if they have any at all, and the button prompts to talk to them often bug out and become invisible. On top of that, the UI also can break while talking to them, making it impossible to select different response lines or navigate a trading screen, forcing you to restart the game to get it to work again. The artstyle is very pretty, but it's execution results in a complete inability to judge the depth or slope of an object without swinging the camera around, which means in a game with a lot of climbing you can't really figure out what you can climb on until you get to it and jump against it. A lot of the game is just stutter-stepping up small inclines and then sliding back down, for an overall experience that feels more like tripping than hiking. The player character themself is awkward to move, as the artstyle gives them a very limited set of animations, and the movement and platforming that then fall out of that feel very mechanical and awkward. It's very difficult to move with any real precision, which results in a non-trivial amount of the game being you as the player fighting with the camera and the jump animation in order to get where you want. Maybe this was a problem with playing the game using a controller, but usually controllers make platforming easier, not harder. The puzzles are mostly just going to a place that someone told you to go to and then just finding a way to get to a thing you can see by either climbing, carrying something, or jumping. There's nothing inherently wrong with the problem solving parts of the game, but they tend to be very simplistic and have minimal or effectively no rewards. It's a game design that has worked in other titles, but here it feels underwhelming. Altogether, it's more than possible that you might like this game, but it felt undercooked to me, especially for a game that was in development for as long as it was. It's strange to find an indie passion project that feels like it was released before it was ready, usually people that work a long time to bring their ideas to life are not happy with releasing something that isn't "finished" and it's hard to play this game and not notice the lack of polish. Breath of the Wild does this but much better, or if you'd prefer to support other indie projects, check out Caravan Sandwitch
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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.
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 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Brilliant game. It very much invites you to take your time and enjoy the landscape and explore. It is bugs bunny up in here tho, veeery buggy, so depends on your tolerance for those kind of shenanigans. But if you can look past that and dont mind taking your time, you will love this game. Chum Queen out!
[h3]中评[/h3] 起初被游戏的画风和配乐吸引而购入,后来从星战后传的同好那了解到,这其实是制作人设想的[b]如果TFA中的Rey没有离开Jakku[/b]的延伸故事。作为超级喜欢荧屏上那位骑着speeder的拾荒女孩的后传粉,在游戏中能够跨上glider横穿沙漠,令人感到格外惊喜 但就游戏体验来看,[h3]任务指引和骑行手感都非常糟糕[/h3] 记得在沙漠中寻找零件时地图几乎没有提示,导致本迷路小达人完全迷失方向。对玩法党而言,后续再美好的剧情也无法吸引我继续玩下去
无战斗无死亡少引导,载具手感尚可缺乏深度,解谜无聊。糟糕的BUG以及优化水平让人恼火,唯有独特画风加上部分场景设计勉强维持着驱动力。 主观评价 6 还行 https://steamcommunity.com/sharedfiles/filedetails/?id=3620289139
Sable is pretty much everything I wanted it to be. With some caveats! Sable is the complete opposite of a stressful game. It oozes zen out of every pore. There is nothing to fear, no stress, no failure state, nothing to worry about. It's just you and your bike Simoon exploring the desert, and it is beautiful. At least when it wants to be - unfortunately, the [i]tutorial[/i] (of all places!) is probably where Sable's graphical quirk comes across the absolute worst, while the rest of the game with its varied terrain shines by comparison: jungles, geyser towers, salt flats, sandstone pillars. Eccria is lovely. There comes a moment in every playthrough when you realize that the vines that sometimes grow on climbable objects are there only to indicate [i]a[/i] possible path, and not [i]the[/i] path. In other words, you can climb just about anything, and Sable is a freeclimber of such quality that she'd make Alex Honnold proud. The climbing alone made the game worth it for me. You are free to choose how to approach locations, resulting in spontaneous little puzzles which may, inadvertently, solve very real puzzles, as you realize that you've traversed a difficult section by climbing around it. The climbing also makes the world feel much larger than it really is. It has a camera mode AND fashion. Instant S-tier game right there. But there are, however, some elements of Sable that are a bit... "game jam". "Indie". Quest design is barely present, with all but a few being very simple fetch quests. Rarely do they have satisfying endings either. There are some awkward audio stuttering issues and some plants that grow floating mid-air. And the worst part: Sable has somehow managed to whet my appetite to the point where I'm genuinely annoyed at having to say things like "I love it, but...". I wish I could work on this game myself! Sable feels like it just screams for more stuff, more QA, more or everything. I wish I take part working on my ideal version of Sable 2, where you set off in a van instead of a bike, with a little radio you use to tune in to local broadcasts, where quests always aim to surprise instead of barely even having an ending whatsoever. I wish I could remain in this world even longer. It has inspired me. That's a good thing, I think. That might make it sound like I'm hating on the game, but I genuinely enjoyed my time with Sable. While quests are predictable, I did enjoy the writing. There were moments where your actions changed the world - most noticeable, Eccria and the Vivarium. And as an added bonus - very comfortable 100% achievements. That makes me happy. Thank you.
This game has been made by artists who loved the style of Moebius, with a strong inspiration from Breath of the Wild. Sadly, there was no work for the optimization of the game, even 4 years after its release. The writing and the side quests are also lacking in terms of quality and feel generic. It's sad 'cause the feeling of driving a sandbike in a world full of strange and ancient monuments on an alien planet is really interesting. I can't really recommend it because I ended up forcing myself to finish it, but I have to admit I really liked the atmosphere of this game, and I'm sure some people will go past its defaults and love this game
I'll be honest and say that it was really Japanese Breakfast doing the soundtrack that really got me to get this game. I really enjoyed it, though I think I found myself slightly disappointed but only due to the marketing this game has received and which I don't think really does it justice. It draws a lot of (accurate) comparisons to Breath of the Wild, though I feel that people coming here expecting a carbon copy of that will be disappointed. The world is here is pretty bare. There are not the thousands of quests to find all over and there's not something to do in every little corner of the map. And the game is occasionally buggy and the movement wonky. But as an experience overall, it's really really lovely. A game more to relax to than one where you are trying to complete all the objectives as fast as possible - though you're doing that too. It feels like a real world that is lived in, which I feel like is an achievement in and of itself. Quests are fun and only build on that feeling. You'll want to explore every city and talk to everyone you come across just to see what the world of Sable has to offer. Solidly great game.
If I could sum Sable up, it's a pale imitation. It fails to truly capture, or at least put a spin, on Jean Giraud's style of art. The environments lack depth and cohesion. Much of the vegetation lacks fidelity, having flat undefined textures and jagged edges. The default color filter is drab and lacks life. The only sources for shadows in the game are the moon & sun, the shadows cast by them often stretch in an unnatural way and pop in at visible distances, creating a jarring experience. Nor is there shadows, ambient occlusion, ambient light, or depth of field to create a sense of depth and atmosphere for scenery. This leaves the environments feeling flat. For worse, the game is too minimalistic and relies heavily on the cell shaded lines to define the silhouettes of objects, and textures to vary environments. Both of which, lack polish. The cell shade lines flicker and textures clip into one another. The narrative and gameplay go hand in hand. The dialogue exhaustive and needlessly descriptive. For what could've been 2 characters interacting in a scene is replaced with Sable narrating her interaction, while she and an NPC stare blankly at each other. The game lacks any compelling draw for moving from one point-of-interest to the next. There is nothing between points-of-interest that made me stop and explore. Exploration is a chore, and made more so with the poorly thought out stamina system. Stamina drains inconsistently whether climbing horizontally or vertically. Meaning, the chum collectables are necessary to make exploration tolerable, as climbing comes with it's own jank. Climbable surfaces are not conveyed well enough, and can at times have frustrating geometry. Sable can get stuck on awkward angles and continually mantle on ledges. Pathing and physics for the bike are poor as it can get stuck when being called, or flip in circles on shallow inclines/bumps. The map leaves much to be desired with icons blending in and not differentiating between locations and collectables. Time, as a mechanic, exists but can never be skipped or sped up if needed, leading to awkward stretches of time waiting for a door to open or, in one instance, a quest to progress. The waypoint system and compass are fine. Quests are mundanely simple and are nothing more than fetching an item or talking to a character in some far off region. These quests never move the needle for the world building. More involved quests like "The Watch" and "Historical Reconnection" are shallow, they offer very little in fleshing out the world of Sable. They are self contained and didn't evolve the world or narrative in a meaningful way that could ever leave me asking for more. On a technical level, the game dies by a thousand cuts, as one issue compounds on another. - No ability to re-map controls. - The Menu cursor in shops infrequently becomes invisible. - The camera jerks around, gets stuck, or snaps to an event trigger, often times being disorienting. - FPS is locked to 60. (For an anecdote, I had to restart a session because the fps was stuck at 30) - Exploration causes the game to constantly hitch, especially in densely packed regions. - Frequent pop in on shadows and scenery alike. - Decals and textures often overlap in unnatural ways, or cause flickering. - Scenery objects are not placed flush enough, leading to obvious areas where unintended culling can be observed. - NPCs walking into walls. - Effects, like smoke, wind, and other effect trails will clip through floors and ceilings. - Audio constantly cuts in and out, distractingly so. - Music cues can carry over between fast travel, leading to the wrong cue playing in a given location. - Vegetation and objects sometimes float disconnected from any convincing structure. I played this game 2 years after the last patch. I cannot in good faith ever recommend this game. It is not alluring enough with its premise, nor is its gameplay engaging enough to warrant suffering through its lack of polish. The technical issues plaguing it ruin any inkling of enjoyment I could've had.
Get it on sale. I was really excited to play Sable when I first bought it. The game is beautiful, and I loved the idea of a non-violent experience focused on exploration. The first couple of hours are genuinely great, with good pacing and a world that feels like it's constantly expanding. However, that feeling doesn't last. The world, while pretty, feels empty and there isn't much of substance to discover. The gameplay loop soon gets very dry. There's a story, but you spend most of your time just motoring around on your hoverbike with little direction. Once the novelty of the admittedly great art style wears off, it's just a bit boring. I tried to stick with it over many months, but I eventually bounced off it for good. It has the beginnings of a really excellent game but just needs more of everything.
当走出营地时歌声响起,我骑着机车在沙海驰骋。那时我想起死亡搁浅,那是我模拟走路的快乐时光。 女孩啊女孩,你注定要离开家乡,流浪是你的选择,你最好的伙伴是孤独与摩托。 可是究竟为何要出走?目的地在何方?命运的催逼又在何处? 难道只是漫无边际的游荡?抑或无穷无尽的探索? [strike] 塞尔达 [/strike]林克为了救公主,解谜是为了打boss,虽然他到处逛街,被花花世界迷住眼,但公主的电话一通接一通。 山姆本不想流浪,送快递只是他的工作,可当他怀了宝宝,Bridges公司就拿捏了他的软肋。 可是Sable,你为什么要不断地走下去?没有理由、没有决心、没有恐惧、没有压抑,甚至没有冷漠。 也许这不过是一次拟制的流浪?是童年的远足与狂想,关乎世界在何处停止?关乎线描风景的纯粹? 也许我真的老了,终究无法找到继续游戏的动力。
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $12.2K | 43 | 60% | $16.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $989K | 9.4K | 96% | $5.99 | |
| $196.1K | 687 | 87% | $17.99 | |
| $2K | 11 | 91% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 7.5K | 94% | $19.99 | |
| $3.2M | 4.7K | 92% | $13.99 | |
| $3.2M | 9K | 88% | $19.99 | |
| $3.2M | 6.6K | 81% | $24.99 | |
| $3.2M | 5.4K | 93% | $14.99 | |
| $3.2M | 22K | 92% | $7.99 |