
Embrace mind-blowing moments as you’re pulled deep into the many worlds of Split Fiction, a boundary-pushing co-op adventure.
Modeled estimate, not a reported figure. How we estimate →
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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*, Japanese*, Korean, Polish, Portuguese - Brazil, Simplified Chinese*, Traditional Chinese*languages with full audio support
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
Hours played at review time, across 888 reviews with recorded playtime.
Reviews
Themes across 884 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
nice game
GAMEPLAY: 10/10 STORYTELLING: 2/10 I will be honest: I expected much more from this game. After the beautiful story of It Takes Two, I believed the devs would pour the same amount of soul into the story of Split Fiction, but oh well... How wrong I was. I'll be honest, for everyone who just wants to enjoy the ride and doesn't care one bit about the story or plot of the game, they'll probably like it a lot. I mean, I loved some of the challenges, and I absolutely loved the sci-fi look and atmosphere. But the thing is... everything felt more like a compilation of unconnected scenes from a chaotic movie, or rather like watching a very long trailer for a movie instead of watching the movie itself. I want to make this clear: I have no complaints about the visuals or the game mechanics. The visuals are amazing, and the challenges are just right. My huge issue is with the story itself. First of all, it didn't feel like It Takes Two, where, as you progress further and further into the story, it slowly unfolds and develops alongside the characters. I don't want to compare these two games with each other, but I was really looking forward to a strong story about friendship, and about how important it is to have someone to talk to and build trust with — someone who isn't a family member. In Split Fiction, the two characters felt very lackluster and not very alive, more like NPCs who are simply trying to get from point A to point B. In my opinion, they didn't have enough conversations or situations where they could actually get to know each other better, and their lasting "friendship" at the end felt forced and unrealistic. It's just a feeling I get with some other games, too: it feels like the devs poured all their effort into the challenges and visuals while ignoring the importance of good storytelling. Which isn't to say the game itself is bad — I just want to express how I felt after playing the whole game: like something was missing, and everything felt flat and unreal. It almost felt like the whole thing was just another simulation, and neither Mio nor Zoe were real people with unique personalities. I think they did them dirty by making them basically just "the bubbly one" and "the reserved one." They really thought that giving them both sad backstories would be enough?! You don't need to make a character suffer or give them unresolved past trauma in order to make them interesting. Please... There was no real connection between them. It didn't feel like anything truly mattered. Even the big "threat" — what was it again? A very angry rich guy who wanted to become even richer? Nah. The more interesting conflict was them fighting their own inner demons, and that was honestly the only truly cool part for me. I am a writer myself, and if the story hadn't told me that Mio and Zoe were actual writers, I would never have been able to tell that from their work. Their so-called "stories" didn't feel like actual stories, maybe because everything was focused on the challenges rather than the storytelling or the writing itself. In that case, they should have given Mio and Zoe different professions — "game designers," for example. Because, as I mentioned, no chapter felt like a truly finished story with enough meaning behind it. The fact that the chapters were 100% unrelated to each other, with a super vague overarching "plot," only added to that feeling. In the end, I did enjoy my playthrough for the most part, but I didn't enjoy the story — because, honestly, there wasn't much of one. It's a pity, because the potential was there for it to be something so much more. I have played not only It Takes Two, but also A Way Out (I cried and screamed at the screen at the end. I was in big distress, not gonna lie), and both games had their surprises and their soul. Somehow, that was missing from Split Fiction, and it made me a bit sad.
非常不错 比双人成行玩法更多
牛逼
7777777777777777777777777777777777
One of the best stories and co op game I have played in years.
好玩
好玩
六把长椅 是我们不断靠近的心
kill your friends
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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