
A lonely kid desperately tries to escape his dark world.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]SEEN feels like a quiet dream with sharp edges.[/b] It is brief, moody, and emotionally restrained, with visuals and sound doing most of the speaking. The gameplay is simple and sometimes clumsy, but the atmosphere makes it linger longer than you would expect. [i]A small game with a strange kind of presence.[/i] [u]Soft. Eerie. Delicately haunting.[/u]
yes
I don't usually like puzzle games since I find them boring, but this game combines the puzzlesolving with life lessons, animations and really well made visuals along with the fantastic music that really gives the game personality. The cat played a very interesting role as the kid's only mental support and guide that kept him going even when he had to face difficulties. I recommend everyone to play this
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
no
Not bad .. 6 / 10
100% Seen on 1/6/2021. This game was quite an enjoyable experience. The gameplay shifts between normal exploration, puzzles, and auto-run sections. Admittedly the achievements and the price point may make it look like an achievement spam game, but many of these achievements are actually decently challenging to unlock. Sadly the game does leave on a cliff hanger, and I have little hope that the sequel that was announced a while ago will actually ever come out. Additionally, the game never left early access. However, for the price point the game is at, it is a very enjoyable game and definitely worth it (just don't expect a finished story).
Installed it out of curiosity, kept it out of love
Seen,伪三平台闯关之独行篇,以冷调极简立体建模构荒芜都市,少年剪影双目垂泪,被困于隔绝尘世之封闭空域,唯可借前路通路寻得生路。全域分多层悬空栈道、红灯密室、荒草废境诸域,通路狭长,机关错落,升降闸板、坠塌踏板、暗袭虚影遍布沿途,行进需控高低跳跃,切换上下道规避险阻,类同横版解谜旧作之形制。局内分双色光点,青蓝为希望之种,拾取可维系存续数值,赤红乃绝望之物,触之便损耗心神,撞壁、遭虚影侵扰亦会折损希望值,数值耗尽则需自起点重行,步步皆有顾忌。 全篇无直白文字叙事,过往心绪藏于红影幻象与零星场景,借少年孤身独行之途,写孤寂、执念与自我挣扎之深意,流程线性无分支取舍,仅单一结局,通关全程约三时辰,无联机共游之制,键鼠手柄皆可适配,低配机台亦可顺畅运转,内置成就集与集换卡牌,容量轻薄,入手无门槛。原声曲风空寂沉冷,晴雾蒙尘之都市远景恒久不变,明暗光影层次单薄,借红蓝二色明暗反差烘托压抑氛围,无繁复交互,仅以位移跳跃推进流程。 缺憾昭然。操控滞涩,跳跃判定严苛,无教习指引,初入者常反复殒命,消磨兴致甚多。关卡元素循环复用,栈道、机关形制相近,久行易生单调。敌影AI套路单一,规避之法数次便能尽悉,无突发变数。无中土汉化,界面提示、数值注解皆为外文,不通西语者难速明希望、绝望机制。无拓展篇章增补新境,通关主线后再无新挑战,长线留存内容单薄。通篇基调阴郁压抑,孤寂绝望之感贯穿全程,偏爱明快轻快闯关者难入其境。 综而论之,此作弃繁复养成,以单色极简美术、压抑电子乐烘托孤冷心境,借无尽循环闯关剖白内心煎熬。喜压抑氛围平台解谜、耐反复试炼者,方能品其内里深意;若求多元分支、丰富交互、明快节奏,则难免心生乏味,小众写实氛围向平台闯关之中,独以情绪渲染立派。 Seen is a pseudo-3D platformer solo adventure, rendered with minimalist cool-toned three-dimensional models to build a desolate isolated cityscape. The protagonist is a silhouetted weeping boy trapped in a sealed void cut off from the mortal world, who must traverse winding paths to find escape. Multiple interconnected zones unfold: suspended walkways, red-lit sealed chambers and overgrown wastelands, lined with interlocking mechanisms such as lifting gates, crumbling planks and lurking shadow assailants. Thou steerest the lad to high and low jumps, switching between parallel tracks to evade hidden hazards, echoing the classic formula of puzzle platformers. Two types of orbs scatter across the journey: cyan glimmers embody Hope to sustain thy vital gauge, while red emblems of Despair drain thy vitality on contact; wall collisions and shadow strikes also deplete hope, forcing restarts from the starting point once the gauge emptieth, every step fraught with caution. No plain text unfoldeth its tale; the lad’s inner sorrow lieth hidden within red phantom visions and silent set dressing, tracing themes of solitude, obsession and internal torment through his solitary wandering. The game followeth a fixed linear path with no alternate choices or branching endings, a full playthrough taketh roughly three hours, with no multiplayer co-op or versus modes. It supporteth keyboard, mouse and gamepad controls, runs smoothly on low-spec hardware, and cometh with built-in Steam achievements and trading cards, requiring little storage space for easy entry. Hollow, mournful original melodies accompany all gameplay, paired with permanent fog-shrouded distant city backdrops layered with faint light and shadow; stark contrast between cold blue and harsh red hues forge an unshakable weight of melancholy, with simple movement and jump inputs as the sole means of progression. Yet blemishes abide within. Its movement controls feel stiff, and jump hitboxes stand unforgiving, with no tutorial guidance to aid new wanderers, who oft perish repeatedly and lose enthusiasm. Most stage assets repeat their layout, with identical walkways and mechanisms that breed monotony after prolonged play. Shadow foes’ tactics are limited, their evasion patterns fully learned after a handful of runs, leaving scarce unexpected thrills. No official Chinese localization is provided, all interface prompts and gauge explanations written in foreign tongue, hindering those unfamiliar with Western languages to grasp the Hope and Despair core mechanics. No downloadable expansions add fresh zones or challenges, so once the main story is cleared, no long-term objectives remain to hold thy interest. The whole tone resteth heavy and hopeless, filled with lingering loneliness that may weigh on tender spirits, ill-suited for those who crave brisk, lighthearted platforming. Weigh all merits and flaws: it casteth aside elaborate progression systems, relying on stripped minimalist visuals and haunting hollow tunes to amplify raw inner despair, dissecting the agony of endless looping struggle through gruelling platform trials. Those who relish oppressive atmospheric puzzle platformers and endure repeated gruelling restarts shall grasp its quiet thematic depth; yet if thou seekest branching routes, varied mechanics or lively pacing, it shall leave thee unfulfilled. Among indie mood-driven platform diversions, it carveth a niche defined entirely by sombre emotional immersion.
虽然几乎没有什么文本,但是讲了个好故事。 就是结尾挺可惜。以德报怨,何以报德?
Переборщили с грустинкой, получилось слишком прямо
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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