
The Beginner's Guide is a narrative video game from Davey Wreden, the creator of The Stanley Parable. It lasts about an hour and a half and has no traditional mechanics, no goals or objectives. Instead, it tells the story of a person struggling to deal with something they do not understand.
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.
Every market we collect.
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): 2.57/day in the week to Aug 10 → 15/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
About
Genres
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 1074 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]J'ai toujours pas compris le titre du jeu...[/h1] [i]Ayant été transporté par Stanley Parable, j'étais curieux de découvrir une autre création du même auteur.[/i] ✅ L'histoire est intéressante et le sujet traité est clairement utile... ⚠️ … Mais on ne découvre tout ça qu'à la fin du parcours. Ce qui représente quelques heures où on suit le bla bla du narrateur sur des jeux qu'ils nous présentent et qui ne semblent pas avoir de sens… C'est un peu trop long pour en arriver là à mon goût. ❌ Problème de paramètre manette par défaut. Le joystick droit faisait n'importe quoi. [quote][i]Je suis content qu'un jeu comme ça existe. Mais j'avoue que c'est un peu tout.[/i][/quote]
Short but sweet, top tier narrative experience. Similarly creative to The Stanley Parable, which is a very good thing.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, German, Spanish - Spain, Russian*languages with full audio support
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The large quantity of this review is a spoiler. I have made the decision to read this as a narrative, regardless of whether this is a true story or not. [spoiler] I've never felt like such a mirror was held up to me yet. I've personally been playing with idea of the "satellite person," one who doesn't quite believe in their own intelligence or creativity, but still valorizing these qualities, and thus finds themselves needing to attach themselves to one who believes they embody these values to be successful. I notice a similar theme in TSP and TSP: Ultra Deluxe, such that the Narrator's entire well-being depends on Stanley's involvement in the narrative. I do think that this is relevant here too, as we see the narrator of this game has the same tendency to narrativize Coda's life, even against Coda's direct wishes and statements, as seen in the Tower gallery, suggesting there's a grand end to this all. The text almost calls upon us to reject this urge, as the later games (with the Interrogator and the Machine appearing to be a direct allegory for the narrator and Coda--importantly, following the Island game, which almost seems a departure, a put-on-air (despite being about put-on-airs).). This is a very Modernist game in that regard, and I appreciate it :) [/spoiler] Additionally, the Source Engine's baked lighting elevates this game so much, in both presenting a period-appropriate feel, and really selling home these vast megastructures. [spoiler] If we read this in the eyes of the narrator, this reflects spaces made by Coda and for Coda to exist and experience in, just as humankind builds our structures for our own uses. It's impossible to truly tell, but I imagine Coda uses it more as a reflection of the world more than a personal metaphor--most notably in the prison level: the cordoning resembles those in CAFOs as it does a human prison (the cattle farms you can see all over Central California, this game's 'real life' setting). [/spoiler] TL;DR: It's a really wonderful and compact experience, in all frames of the narrative.
this truly was a guide for beginners
Thanks. I know what to do now.
a beautiful piece of art. an amazing game. the story really stuck with me
A masterful story that comes alive through a never before seen style of storytelling. 10/10.
I really don't like this game. I even feel emotional disturbed when playing it. In my opinion, a game is a co-project of the developers and players. Due to the essence of interactivity, it's not "done" when it's released, instead, it's done in players' hands. Players can have unexpected, not pre-designed experience or complete something way beyond the creator's imagination. That's why games, this media is different from other media. But this game, on the opposite way, is the pure, one-way communication. The developer just wants to express his opinions, ideas, frustrations and whatsoever the others. There's 0 care of player's needs and experience. Don't get me wrong, of course, every creator wants and has the right to express themselves, but they also need to give players/audience a reason to stop and listen. They have to offer something to attract people, maybe with fun, emotional moments, great visuals, stories, or even tricks, to make people willing to spend their time. But this game, just keeps saying what it wants and leaves players no choice. You cannot just take my time and attention for granted. If I knew this was a one-way preach/confession/monologue, I would walk away. It shouldn't be a game.
Mükemmel bir deneyimdi.
最悪の気分
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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