
From the creators of What Remains of Edith Finch. Enter the surreal world of The Unfinished Swan and explore a mysterious, hidden kingdom by splatting paint to reveal the world around you.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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.
About
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 1.9Kreviews | 84% | — | $434.3K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ужасающее геймдизайнерское решение. Разрабы поимели в глаза и сделали необходимостью безумно кликать по кнопке действия чтобы хотя бы понимать окружение.
[h1] What You Leave Behind [/h1] Another banger of a story by Annapurna Interactive. Honestly, this is your typical walking sim with a little fun interactive spots of throwing paint droplets to fill in a blank space, or helping vines move across the world with water droplets. It's a cute and short game that you can complete in about an hour, or within about 3, if you look for the balloons. Overall, the game is not bad, and very simple. I would only recommend if you like short stories about love and loss, and like walking sims.
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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*, Italian*, German*, Spanish - Spain*, Dutch*, Japanese*, Polish*, Russian*, Portuguese - Brazil*, Spanish - Latin America**languages with full audio support
Hours played at review time, across 84 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
TL;DR: A short, sweet walking sim with a heartfelt message about the creative process. There's quite a few interesting decisions taken that make basic exploration an activity that's been turned on its head. I would totally recommend this to people who are artists themselves, or even children as a unique interactive storybook. For what the devs are trying to do with The Unfinished Swan, they get it right. I was going to list out how I feel about the story, graphics, music, gameplay, etc, but it turned out I had the same thing to say: "Simple, but effective. Basic, but clever". This was an experience full of metaphor and can pluck at the heartstrings a time or two. Scale might be the only thing lacking I can think of from this game, but the devs weren't going for that. As for getting more out of this game, I don't feel a need to replay this game, but maybe in a decade or so I might get the urge to relive this pleasant memory one afternoon. Still, they have collectibles you can hunt for that unlock some fun toys you can play around with. Getting this on sale is the best move given the playtime you will likely get out of it, but it's still something worth playing for sure. This and Edith Finch are a great weekend of feel good gaming.
Я бы скорее рекомендовал игру, чем нет, да она невероятно короткая, да геймплей слегка скучноват уже ближе к концу, плюс иногда сильно трудно играть (первая и последняя глава)из-за того что тебе замазывают экран каким-то одним цветом и ничего тупа не видно. НО игра великолепная, за исключение некоторых глав, она очень ярка, красивая, и геймплей здесь действительно необычный, история же(а именно история короля) как и локации пропитаны неким одиночеством и скукой. В конце за всем этим фасадом ЧСВ короля, скрывается на самом деле грустный старик, который боялся смерти и хотел, что бы после него осталось хоть что-то, что бы не было жил какой-то чел и помер, пожалуй, понять его можно, наверно каждому творческому человеку знакомо это чувство. Вообщем-то на удивление сюжет(хоть его тут немного) довольно приятный, локации тоже приятные, озвучка на русском(!!!) хороша, оптимизация тоже хорошая (но у меня лично лагало на уровне с рекурсией) Не знаю захочу ли снова пройти эту игру, но она подарила мне очень приятный вечер. Так что очевидно рекомендую. 7.5/10 P.S. Если вы хотите поиграть в эту игру из-за What Remains of Edit Finch ибо по теориям король и есть пропавший в стране рисунков пацан из вышеупомянутой игры, нууу подтверждений вы тут скорее всего не найдете(за исключением парочки портретов которые слегка напоминают рисунки из WRoEF), да и игра в целом очень самостоятельная и не делает прям грандиозных отсылок. Так что тупо ради этого игру покупать не стоит, ну, если только по скидке XD
The Unfinished Swan is a beautiful, deeply touching artistic achievement that effortlessly captures the melancholic wonder of a bedtime story. The narrative follows a young, lonely boy named Monroe whose mother has recently passed away, leaving behind hundreds of incomplete canvases. Allowed to keep only one painting to take with him to the orphanage, Monroe chooses his favorite, a depiction of a beautiful swan that was never quite finished. Late one night, Monroe wakes up to discover that the creature has literally stepped out of the canvas and vanished into thin air. Clutching his mother’s silver paintbrush, Monroe follows the webbed footprints through a magical door, plunging headfirst into a strange, surreal, and completely unpainted kingdom. The core mechanics are brilliantly simple, constantly evolving to match Monroe's journey of discovery without ever overstaying their welcome. You begin trapped in a state of absolute sensory deprivation where the entire world is a completely flat void of pure white space. There are no shadows, outlines, or depth indicators until you toss a ball of black paint into the emptiness. The moment the ink splatters, the hidden geometry of the environment is instantly revealed, allowing you to gradually map out invisible walls, staircases, and pathways. As you venture deeper into the kingdom, the puzzles shift elegantly. You transition from splashing ink to utilizing clean water to nurture climbing vines that help you scale towering walls, and eventually manipulating blocks of light and shadow to navigate treacherous architectural mazes. At its core, this is a short, bittersweet, and emotionally resonant experience that leaves a lasting impression long after the credits roll. I have grown to absolutely love what this studio puts together, masterfully executing these concise stories that carry an immense amount of heart. Between this game and their phenomenal later work on What Remains of Edith Finch, Giant Sparrow has proven they know exactly how to blend simple mechanics with profound narrative weight, and you can officially consider me a massive fan of their work.
This game is fairly short, but like its predecessor, it's steeped in metaphor. It's eerie at times, but it's always purposeful. If anything, it feels like you've been transported into a children's book made for adults. My only gripe is that the story feels too minimalistic at times, though I suppose that's part of the purpose. Much like our character throwing blobs of paint on a literal world of canvas, we the players thrust our own interpretation where we see fit. And just like our main character, if we impose too much personal meaning, we obscure everything and are back to not being able to interpret anything. Paint wisely. If you do start this game, I highly recommend finishing it, as not finishing it would be extremely ironic in relation to the game. 7/10
[b]Honk![/b] [hr][/hr] 4/4
[h2]Beautifully Unfinished, Rather Too Literally[/h2] The Unfinished Swan begins with one of those ideas that makes you think somebody has actually been creative instead of merely rearranging the standard box of video-game furniture. You explore an initially white world by throwing paint at it, gradually revealing your surroundings. It is clever, unusual and genuinely intriguing. The puzzles are varied without becoming particularly difficult, and for a while they provide enough substance to support the rather thin story. Then, after more than 90 minutes, the game appears to develop the same problem I have: neither of us knows what The Unfinished Swan is supposed to be. Narrative adventure? Exploration game? Walking simulator? Puzzle game? It wanders cheerfully between all of them like a committee that has agreed unanimously to postpone the decision until the next meeting. Unfortunately, "having several interesting ideas" is not quite the same thing as turning them into a compelling whole. A stronger story would have helped considerably. There are fragments of one, certainly, but not enough to keep pulling me forward once the novelty starts wearing off. I have now stopped playing without knowing whether I will ever bother finishing it. A glance at the achievements suggests that abandoning the swan somewhere along its developmental journey is hardly an eccentric minority position. Apparently the game's title doubles rather efficiently as a player statistic. Occasional crashes provide an additional opportunity to stop playing, presumably in case the narrative indecision was being too subtle. There is a game here that I very much [i]wanted[/i] to like: imaginative, charming and refreshingly different. Unfortunately, creativity can get you through the door, but it cannot make you stay for dinner - particularly when nobody seems quite sure what is being served.
me deu uma certa agonia...
どんどん色を加えて進んでいくゲーム 一個実績が狂気じみてるやつがあるから それの解除する目的だけでもやってみて 普通にめっちゃやばいから
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Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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