
South of the Circle is a deep narrative experience of the emerging relationship between Peter and Clara, Cambridge academics involved in a political conflict. The story focuses on promises made in between career and true love, where our choices burdened by our past seem to be illusory.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Sep 3 → 0.43/day in the week after.
About




Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99 | 1.7Kreviews | 85% | — | $240.1K |
| $12.99 | 215ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 91 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3] South of the Circle — Le jeu qui t'apprend que le passé ne se réécrit pas [/h3] Une direction artistique atypique. Un gameplay simpliste au possible. Une histoire relativement courte et linéaire. Vous pourriez penser que South of the Circle est encore un jeu narratif remplit de faux choix et sans aucun intérêt. Vous auriez raison pour les faux choix, mais vous auriez tort pour le manque d'intérêt. South of the Circle nous propose d'incarner Peter Hamilton, un climatologue de Cambridge dans les années 1960, une époque où les tensions de la Guerre Froide prenaient de l'ampleur. Victime d'un crash d'avion en plein Antarctique, votre personnage doit traverser seul le blizzard pour trouver les secours qu'il pense être dans une station britannique proche. Que fait-il en Antarctique ? Que découvrira t-il la bas ? Ces questions trouveront leurs réponses au fur et à mesure que l'histoire se dévoile en mélangeant constamment le passé et le présent, à travers les souvenirs distordus et brumeux de Peter. Dans ce récit linéaire, vos choix importent peu et ne servent essentiellement qu'à vous immerger davantage dans le récit. Et c'est justement la grande force du jeu car c'est dans sa conclusion qu'il assène son twist philosophique et joue avec vos attentes. Peu importent les choix que vous avez faits dans les flashbacks. Ces derniers seront réutilisés contre vous. Le jeu ne vous permet pas de réécrire l'histoire. Vos décisions ne modifient pas le passé, elles représentent simplement la manière dont Peter essaie de se souvenir des événements alors que sa survie est menacée et que sa conscience vacille, rongé par la culpabilité. Le jeu présente à plusieurs reprise le protagoniste comme quelqu'un de sensible, rapidement dépassé par la pression. South of the Circle ne vous permettra pas d'aller à l'encontre de la nature de son héros. Les choix "héroïques" seront frontalement contredits. Assumer une certaine lâcheté permettra à Peter d'affronter sa mémoire de front. Derrière les regrets de l'ambition passée, le récit dénonce la faible considération pour les femmes de cette époque et la pression des institutions. Il montre que la vérité est relative, contextuelle et constamment réécrite, en fonction des intérêts de chacun. Petit point succès pour les mordus de complétion. La grande majorité s'obtient simplement en jouant au jeu. Malgré tout, il est possible d'en manquer quelques uns. Le jeu sauvegarde automatiquement en permanence et il n'est pas possible de rejouer différents passages à sa convenance via un chapitrage. Obtenir des succès manqués demandera donc de rejouer entièrement le jeu. Une occasion de faire des choix différents et constater les légères variations. Le titre n'est pas très long (environ 3 heures pour en voir le bout) mais cette façon de faire pourra lasser certains joueurs et en inciter d'autres à suivre un guide pour tout obtenir dès leur première partie, ce qui est un peu dommage. [code]Vous avez aimé cette analyse ? Découvrez en d'autres en suivant notre groupe de curation : [url=https://steamcommunity.com/groups/le-pixel-legiste/curation][u] Le Pixel Legiste[/u][/url] Découpages de pixels, éviscérations de logiciels, on plonge les mains dans les entrailles du game design et on vous raconte tout. [i]Pour ceux qui joueront après ![/i] [/code]
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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.
Reviews, worldwide (the counter carries no country): 0.38/day in the week to Jul 21 → 0.4/day in the week after.
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 2,400 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Dutch, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese +3 more
| $12.99 |
| 78ratings |
| 82% |
| — |
| not modelled |
| $12.99 | — | — | — | 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 91 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
How much South of the Circle works for you will depend entirely on what you're looking for in a game. All of the criticisms levelled against it in the negative reviews are fair -- the game is only interactive in the lightest of senses. The ending did fall a little flat for me, though the more I've mulled it over since, the more satisfied I feel with it. But the quality of the storytelling is so high, in the writing, the acting and the visuals, that I found it a joy the whole way through. If you appreciate interactive fiction and an engrossing story, and you're not worried about the lack of fail-states or impactful choices, you'll have a great few hours with this. It's definitely one of the best examples of this kind of narrative experience that I've seen in a long time, as someone who plays a lot of this style of game.
作品有非常漂亮的镜头语言,非常非常精美的配音,包括在游玩结束后去看它的behind the scene 也是一件享受,是件很有品的作品。 [h3]加分点 [/h3] 1. 审美在线,视觉享受,“the art style is striking in its minimal beauty,”且从英国文化还原的角度也做得非常好。 2. 表达非常的smooth,local,角色的表达都非常符合身份,地位,包括地区口音。[spoiler] 你可能会在Professor Hargreaves 每次出场时都想到 Sir Humphrey,而 Clara 也真的能够感受到苏格兰的韧感与劲感。[/spoiler] [h3]扣分点(或难评点,或需要注意的点):[/h3] 1. 游戏没有mac端,但游戏有iPad版本(约合人民币35元),但国区app store是没有的(笑稀了) [spoiler] 2. 选择并不会真的有结局性的影响,但这也算是游戏体验的一部分[/spoiler] [h2]纯英文游玩难度:[/h2] [b]高考英语120分,或雅思6分,或托福70分:[/b] —{词汇}— ✓ 无压力 ☐ 偶尔需要暂停查查单词 ☐ 怎么全是不认识的单词 —{语法}— ✓ 符合直觉,无痛理解 ☐ 查完单词后就好理解很多了 ☐ 就算单词都认识,连一起还是很难懂 —{配音}— ☐ 没有配音 ☐ 主要内容有配音 ✓ 全配音 —{游戏设计层面对非英文母语者的友好度}— ☐ 极为友好 ✓ 勉强算是有一些辅助设施能够帮助理解 ☐ 没有相关考虑 ☐ 不友好,感觉是来搞人的 补充说明:能够在显示英文字幕的时候,通过设置切换成其他语言,切换后翻译字幕仍然会留存。就比如,如果字幕挂在下面写的“Hi, Jack”,切换语言回来后字幕仍然会挂在下方并且变成“嗨,杰克”。 [h2] 游戏性本身:[/h2] ---{图像}--- ☐ 无法和现实区分 ✓ 赏心悦目 ☐ 很美丽 ☐ 一般 ☐ 不怎么样 ☐ 别盯着看太久 ☐ 画图.exe ---{游戏体验}--- ☐ 完美!!! ✓ 不错! ☐ 普普通通 ☐ 不怎么样 ☐ 盯着墙看都比玩它强 ☐ 锻炼你的精神抗打击能力 ---{声音效果}--- ✓ 耳朵怀孕 ☐ 感动人心 ☐ 还不错 ☐ 一般 ☐ 不咋样 ☐ 耳朵流产 ---{受众}--- ☐ 儿童 ✓ 青少年 ✓ 成人 ☐ 仅限成人 ---{配置要求}--- ✓ 能玩扫雷的电脑都能玩 ☐ 入门配置 ☐ 一般配置 ☐ 进阶级配置 ☐ 发烧级配置 ☐ 神威•太湖之光 ---{难度}--- ☐ 点点点突突突炸炸炸 ✓ 轻松愉快 ☐ 得动动脑子 ☐ 上手快精通难 ☐ 烧脑 ☐ 黑暗之魂级别 ---{肝}--- ✓ 护肝 ☐ 如果你想玩出点花样 ☐ 肝与不肝并不影响剧情 ☐ 每关必肝 ☐ 肝痛 ☐ 必须24小时全天候地肝 ---{故事情节}--- ☐ 故事?什么故事? ☐ 文字或语音剧情 ☐ 平庸 ☐ 还行 ✓ 精彩 ☐ 可以作为你的第二人生 ---{平均一局游戏时间}--- ☐ 办公室必备 ☐ 短小精悍 ✓ 中等 ☐ 较长 ☐ 卧槽!天亮了! ---{价格}--- ☐ 免费游玩! ✓ 值这个价(史低12元左右,但原价也算是很不错的小电影) ☐ 如果你有点闲钱的话可以一试 ☐ 不推荐原价入 ☐ 信仰无价 ---{Bug}--- ✓ 几乎没有 ☐ 少量 ☐ bug令人烦恼 ☐ 育碧 ☐ 模拟山羊
What a game! I loved it so much.
[h1]追云朵的人-被时代裹挟的人生走马灯[/h1] [h3][u] 事先声明,我喜欢这个作品,但感觉需要谨慎购买,为了让开发者查看评价(希望真的有)或者在观望的玩家在考虑是否入手,我先把我认为或是我遭遇的种种缺点说出来。[/u] [/h3] 1.动画有经常性的穿模、无论是cg还是实际游玩的途中,穿模时相当严重的,但是这在整个游戏内是最小的问题。 2.游戏穿模的基础上cg经常会有握手离得相当远以一种很诡异的姿态虚空相握,或是拥抱两人隔空对抱隔空亲吻。 3.实际游玩途中多次出现画面地形加载变动部分闪现频闪贴图。 4.我还遭遇了恶性bug即游戏玩完结局过完片尾字幕后,回到主界面点击继续后,出现了一开始完全无声,到只有环境声没有对话声,直到我觉得这是bug而不是游戏设计退出重进而得以解决。 因此,如果以上你能接受后续购买出现以下状况的预期并觉得没什么,那么我会说这是一部值得游玩的游戏(以及如果开发商和发行方注意到了这条评价,希望能尽可能优化。) 极圈以南是一部颇具女性色彩的游戏,剧情发展在冷战时期的英国,你将扮演一位研究云朵运动和检测云层辐射值的博士,你试图通过撰写一个优秀的论文来得到更高的学术地位,而后来你醒来在南极大陆,和你同行的英国人弗洛伊德坠机在这片土地,故事开始。(其实可以通过steam简介或是游戏详细介绍便可略知一二,这里只是在不剧透的前提下透露简单概述故事) 音乐ost极其优秀,影视演员出身的配音也相当出色代入,一些镜头展现也颇为影视感,游戏游玩类型点击式互动式小说和固定视角步行模拟。双层叙事在游戏游玩的蒙太奇转场让剧情彼此交相呼应,是很好的剧情设计。 以下为剧透内容,大部分均为剧情个人感受 [spoiler]极圈以南是一部颇具女性色彩游戏,这便是我对这个游戏游玩后最直观的感受,彼得在一个男性要求必须获得权威话语权的家庭,女性只配做男人的“衣服”,从小教育也是打压式教育,父亲对男主总是说我看错了你,你果然不行。即便是名校剑桥,在那个时代已经有女性解放运动的前提下,一生中或许最自由的地方也仍然被意识形态站队和男权的利益分割所裹挟,因此在游玩克拉拉和彼得的相识到相爱,都会觉得彼得无法放弃男权自身给予的应有利益诱惑以及自身家庭所导致的畸形阳刚观念,男性必须站起来对抗一切,而彼得生来却不是这种人,他有”女性气息“,但并不是女性,无法经历女性在社会的方方面面,因此在认识初期到最终破裂都是克拉拉作为”受害者“的反应过激,这并不是谁对谁错的问题,而是这个时代所致。克拉拉的经历也很耐人寻味,她的爱好和所学是因为父亲所致,而哥哥突然离世,父亲才将关注点放到她身上,重男轻女的家庭然后后面也产生畸形的想法,在想幸好哥哥死了,不然也许父亲不会让他走到如今的位置(也许根本不会让她受教育…)再回到学校剧情,每个人都变得小心翼翼,害怕被扣上康米的帽子或者牵扯康米的关系,或是贯穿始末的终极命题论文署名,其实无论彼得愿不愿意去南极,愿不愿意反对教授和政府方面对其威胁利诱而说不,并说克拉拉是共同创作者,其实结果都一样,最后都是被送上了南极,克拉拉和彼得分手,而玩家则好奇彼得真正当时选择了什么,是签署了?还是反对了,在游玩过程有感觉其实彼得最终应该还是选择排除克拉克,我认为是由于在剧情层面他儿童时期造成了他软弱没有主见,再加上各方威逼利诱(朋友、导师、政府、父亲回忆)都在试图去影响彼得,而后面在南极之行的人生走马灯,回顾诸多过往,则有些场景被他刻意美化或者忘记了,女主之所以分手我觉得也不完全是因为他是否向教授导师坦白克拉拉是否共同创作者,而是他也没有告诉她关于政府让他去南极的事,以及他彻底的成为另一个男权社会下的新的既得利益者,违背了共同的承诺。本作政治意味也颇为浓厚,在冷战核危机背景下,尽管是名校也在意识形态猎巫,彼得成为政客们的一枚棋子,茉莉成为反抗表达的牺牲品,被社会性死亡,而在这场战斗中,普通人没有好结局,但仍然感动于英苏共同修复飞机,放下了国家或意识形态的种族主义民族仇恨,飞向那个核爆的天空 。 听到游戏的一种观点即在克拉拉最后争吵将每一个之前做的关键抉择都做了相反陈述,试图打碎回忆,关键抉择一个个消失告诉玩家看到的回忆是被美化的回忆,而最终留下克拉拉的头像剪影,而当最终去教授开门后,克拉拉的头像也随即消失,恐怕彼得真的亲自做了排除署名这种事,而关于评价颇有差评的观点我也很认同这边也分享下,游戏普遍比小说电影天然的更强代入感,互动式游戏的关键抉择无法改变剧情的结局,而却和彼得在南极走马灯产生的悔过和气氛无可奈何的心情达到了高度合一,这在游戏上是相对大胆的设计,但我很喜欢。 听到游戏的一种观点即在克拉拉最后争吵将每一个之前做的关键抉择都做了相反陈述,试图打碎回忆,关键抉择一个个消失告诉玩家看到的回忆是被美化的回忆,而最终留下克拉拉的头像剪影,而当最终去教授开门后,克拉拉的头像也随即消失,恐怕彼得真的亲自做了排除署名这种事,而关于评价颇有差评的观点我也很认同这边也分享下,游戏普遍比小说电影天然的更强代入感,互动式游戏的关键抉择无法改变剧情的结局,而却和彼得在南极走马灯产生的悔过和气氛无可奈何的心情达到了高度合一,这在游戏上是相对大胆的设计,但我很喜欢。[/spoiler][h3] [h2][i] ps:最近切尔诺贝利核电站的石棺又被炸了,只能说属于政客们之间的利益表演赛到底要持续到什么时候呢?
什么垃圾玩意 游戏没有介绍和指示 我他妈圆圈和方块选了有啥用 不选剧情照样推进 真他妈辣鸡玩意
South of the Circle reminded me a lot of my experience with Disco Elysium – more or less. It was a game I didn’t know existed, one I purchased entirely on a whim, and one whose story was largely a mystery to me. But, just like Disco Elysium, I was won over by South of the Circle’s engaging writing and lifelike characters. And while it may not reach the same thematic or philosophical heights as Disco, South of the Circle manages to provide an affecting, captivating story about love and survival (among other things). South of the Circle centers on Peter, a Cambridge academic who, following a plane crash, finds himself stranded somewhere south of the Antarctic Circle (hence the title). While Floyd, the plane’s pilot, is far too injured to venture into the frigid wastes in search of help, Peter is not. What follows is a narrative journey that oscillates between Peter’s attempts to survive the harsh Antarctic conditions, and his time as a bright-eyed, plucky student at Cambridge. It’s a narrative division that works remarkably well, allowing Peter’s characterization to unfold twofold, painting a picture of the person he was, the life he led, the people he met… and his struggle for survival amid the snowy expanse he’s now trapped in. One half of South of the Circle’s stories is steeped in academia, as much of the writing concerns university politics, researching and writing papers, socializing with your lecturer peers, and hoping to be taken seriously among your contemporaries as an eminent scholar in your field. The other half, the survival half, is arguably more minimal; howling winds and crunching snow dominate the soundscape as the bitter silence and crushing loneliness pervade the air around you. Both stories are set against the backdrop of the Cold War and its insidious ability to invade school politics, personal relationships, and individual freedoms. The narrative expertly weaves between these stories, knowing exactly when to cut and what to cut to, along with how to pace each moment across its 3-4 hour story. This game had some of the best smash and match cuts I’ve seen in any media, some of which truly heightened the intensity and emotion of the scenes in play. As well, every dialogue scene is presented as a single shot, keeping you in the scene and with the characters and allowing the dialogue to drive the “action,” not just the editing. This all gives South of the Circle a decidedly cinematic feel, which fits its story very well. South of the Circle’s writing, dialogue, and voice acting are marvels unto themselves. The dialogue feels natural and flows effortlessly, with much of its impact owed to the skillful performance of the voice cast. Though the game’s art style belies the characters’ deeper facial expressions, the motion capture work more than makes up for this as they animate and gesticulate according to the scene’s respective energy. This allows every character, major or minor, to be properly characterized and feel authentic. Without revealing spoilers, the game’s writing can, at times, be fiercely critical of the social norms and mores of its 1960s setting, but this only serves to make the characters feel more lifelike and realized. Rounding this out is a beautiful, touching score composed by Ed Critchley that, like the narrative, swings between soft and placid one moment, and dark and brooding the next. Choices are perhaps one of the more interesting – yet ultimately disappointing – elements of South of the Circle. Most of the narrative is a series of conversations you have with other characters and, while the game gives you the option to respond how you wish, the system it uses to implement this is a bit clunky and underdeveloped. Peter’s replies are non-textual, instead being limited to a series of floating, circular icons that represent different emotional states that he can imbue his words with. You also won’t have long to make your choices, as if you take too long to decide how to respond the game will make the choice for you. Some of the options allow you to reply in an excited, forthright, or scared manner. Sort of like Fallout 4’s (controversial) dialogue system, you’ll never really know the specific words Peter will say, but you at least know how he’ll say them. Your responses don’t have any bearing on how characters react to or perceive you, but at certain points in the story you’ll make choices that the game indicates will be “remembered.” However, none of these “remembered” choices alter the narrative in any major, meaningful ways – which is unfortunate, given how much I agonized over some of them and, again, how little time you have to make them. South of the Circle is, in my opinion, an incredible achievement in video games as a storytelling medium. Through a minimalist gameplay style that prioritizes characters and dialogue, the developers at State of Play were able to craft an emotionally affecting story whose ideas and themes are as relevant now as they were during its 1960s Cold War setting. While I do wish its choices had more impact and its ending had more clarity, I was nevertheless rapt with interest, excitement, dread, and sorrow at how its story unfolded. Truly a work of art.
An absolutely beautiful experience backed by a gorgeous score. The story was so brilliantly weaved as well. Cannot recommend enough especially for the price it is during the current steam sale (June 2026)
Just watch a playthrough. The choices don't hold any weight, and it feels like you only pick between slightly different lines of dialogue the whole time. You go through a story that tells you to walk forward and witness a story of the past and the present, but not much you can influence.
финал максимально разочаровал, но сам сюжет был не таким плохим и мне понравился
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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