
The Vanishing of Ethan Carter is a first-person story-driven mystery. Purchase this game to get both the original and the Unreal Engine 4 remaster called The Vanishing of Ethan Carter Redux.
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.
About
GOOD NEWS EVERYONE: By purchasing the game, you actually get two games now: 1) The original The Vanishing of Ethan Carter, 2) The Unreal Engine 4 remaster called The Vanishing of Ethan Carter Redux. Please see The Astronauts website for details.
The Vanishing of Ethan Carter is a first-person story-driven mystery game that focuses entirely on exploration and discovery. It contains no combat or explosions of any kind. If our game leaves any scars, we hope you won’t be able to see them.
You play the game as Paul Prospero, an occult-minded detective who receives a disturbing letter from Ethan Carter. Realizing the boy is in grave danger, Paul arrives at Ethan’s home of Red Creek Valley, where things turn out to be even worse than he imagined. Ethan has vanished in the wake of a brutal murder, which Paul quickly discerns might not be the only local murder worth looking into.
Inspired by the weird fiction (and other tales of the macabre) from the early twentieth century, The Vanishing of Ethan Carter aims to significantly evolve immersive storytelling in games. While it features a private detective and quite a few mental challenges, The Vanishing of Ethan Carter is not an especially puzzle-ridden game. Our focus is on atmosphere, mood, and the essential humanity of our characters.
Still, the discoveries won’t happen on their own, or without your help. Using both Paul’s supernatural skill of being able to communicate with the dead, and your own powers of observation, you will discover the mystery behind a trail of corpses, the roots of a dark ancient force lurking in Red Creek Valley, and the fate of a missing boy.
Explore and interact with the beautiful yet ominous world of Red Creek Valley, which was created with the use of revolutionary photogrammetry technology that allows for nearly photorealistic environments.
Communicate with the dead and see how they died in order to gather clues that help you piece together the truth behind Ethan’s disappearance -- and the fate of his family.
Experience, in non-linear fashion, a story that combines the pleasures of pulp, private eye, and horror fiction, all of it inspired by writers such as Raymond Chandler, Algernon Blackwood, Stefan Grabinski, and H. P. Lovecraft.
Conduct the investigation on your own terms and at your own pace. Although there are a few scary bits in the game, players will have no need for sedatives. Our game is less about terror and more about clammy unease.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 9Kreviews | 88% | — | $3.2M |
| $19.99 | 8.4Kratings | 88% | — | not modelled | |
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 807 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game wasn't what I expected but still was good. Tip for people starting to play the game: if you are struggling with traversal like where to go after this puzzle and all, please, don't hesitate to look up where to go next. This game is really good, but its navigation is, painful. so I really recommend that if you feel bored or frustrated with navigation, look up some achievement guides and they'll lead you to where to go to next. Beside that painful navigation design, its a emotional, fun game. Recommend writing notes along the way, this game is most entertaining played that way.
The Vanishing of Ethan Carter, developed and published by The Astronauts, is a captivating narrative-driven adventure that places a strong emphasis on exploration, atmosphere, and storytelling. From the moment you step into its world, the game draws you into a hauntingly beautiful and mysterious environment that feels both vast and intimate. Set in the fictional Red Creek Valley, the game invites players to assume the role of Paul Prospero, a paranormal investigator gifted with the ability to communicate with the dead. His mission is to uncover the truth behind the disappearance of a young boy named Ethan Carter, unraveling a complex web of supernatural events along the way. One of the most striking features of The Vanishing of Ethan Carter is its incredible attention to visual detail. The developers employed photogrammetry technology, which uses real-world objects and textures to create lifelike digital environments. This results in stunningly realistic forests, eerie abandoned houses, and fog-shrouded valleys that immerse players in a world that feels organic and alive. The environmental design itself tells part of the story, evoking emotions and tension without relying heavily on dialogue or traditional cutscenes. Accompanied by a subtle, haunting soundtrack and ambient sounds, the atmosphere is rich and compelling, heightening the sense of mystery and foreboding as players explore every nook and cranny. Gameplay in The Vanishing of Ethan Carter is deliberately paced and centers on exploration and puzzle-solving. Unlike many action-oriented titles, combat is entirely absent, shifting the focus to observation, deduction, and piecing together clues. Players collect fragments of the story scattered across the environment, which often requires solving intricate, supernatural puzzles linked to the fate of Ethan and the surrounding valley. This non-linear approach allows players to tackle the mystery in their own order, encouraging careful examination of the world rather than pushing a straightforward narrative. While this design choice contributes significantly to the game’s immersive storytelling, it can occasionally lead to moments where players feel directionless or unsure of what to do next, which might frustrate those seeking more traditional gameplay structure. The story itself is layered and intriguing, blending elements of folklore, tragedy, and the supernatural. As you uncover Ethan’s tale and the secrets of the valley, the narrative gradually reveals its deeper themes of loss, guilt, and the unseen forces that connect the living and the dead. Paul Prospero’s unique abilities add an interesting dynamic, allowing players to interact with spectral remnants and piece together past events in a way that feels fresh and engaging. However, because much of the storytelling unfolds through environmental clues and subtle narrative hints rather than explicit exposition, it demands patience and attention from the player to fully appreciate its depth. Overall, The Vanishing of Ethan Carter is an atmospheric and artistically ambitious game that stands out for its focus on mood, exploration, and story over action. It offers a deeply immersive experience that appeals especially to players who enjoy unraveling mysteries at their own pace and appreciate richly detailed worlds. While its lack of conventional gameplay elements and occasionally vague pacing might not suit everyone, the game’s evocative environments, haunting narrative, and innovative use of visual storytelling make it a memorable and rewarding journey into a world where reality and the supernatural intertwine. For those open to a slower, more contemplative adventure, it remains a remarkable example of how video games can tell profound stories through atmosphere and exploration. Rating: 8/10
Media

Related
Related
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.
Every market we collect.
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, Polish*, Czech*languages with full audio support
| $19.99 |
| 657ratings |
| 82% |
| — |
| not modelled |
| $19.99 | 401ratings | 82% | — | not modelled |
| $19.99 | — | 85% | — | 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 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mir war das ganze hier deutlich zu ruhig und lahm. Ich mag auch keine Games, die ihre Story zum großen Teil über Notizen erzählen. Was man dem Spiel lassen muss, es sieht echt gut aus für ein Spiel dieses Alters. Das gehörte rein optisch wohl zur absoluten Elite vor 10 Jahren. Leider läuft das Spiel nicht wirklich gut. Es bleibt immer wieder hängen, stottert oder friert ein. Das nervt echt extrem. Die Map ist auch einfach irgendwie zu groß, um die Karte weg zu lassen. Man muss echt viel Backtracken und das wird um so ermüdender, wenn man immer mal wieder die Orientierung verliert. Das Game teleportiert einen ja auch noch durch die Gegend. Es ist einfach ein Walkingsim mit Rätselmechaniken. Die sind auch nicht mal wirklich interessant. Man muss sich die auch alle selber zusammen reimen. Schon mal ein dreistöckiges Haus neu zusammengebaut, was ihr noch nie gesehen habt und an jeder Tür habt Ihr 3 Möglichkeiten?Ach ja und wenn man mehr als 1-2 Mal falsch rät, dann muss man natürlich alles von vorne machen. Nein? Dann gönnt Euch das Spiel und haut mal rein, Spaß sieht für mich auf jeden Fall ganz anders aus ;): Ich musste hier jede Minute gegen das Einschlafen kämpfen, die ich mich zu der Seuselmusik über die Karte geschleppt habe.
Es un juegazo en primera persona con grandes dosis de misterio en dónde la información te la dan con cuentagotas y te invita a explorar y fijarte en cada detalle, hacía mucho que no jugaba un juego así. Además la historia tiene fuerza y te deja muy metido de lleno en ella.
Simulator of solitary walks through beautiful nature
Tied with Oxenfree for my all-time favorite story game. Beautiful and delightfully creepy, with cool puzzles, and essentially a love letter to storytelling. Must-play IMO.
This game was an interesting one, it was a simple and fun to explore walking simulator, right up until the end when the game gained more depth than I was expecting. Quick note: this game comes with the normal version and redux edition, I played the redux one but the time didn't "count" so I had to idle in the normal version for a short time to be able to write this review. If I am being honest, as I was playing this, the story was not gripping me. It wasn’t really my thing, but I resigned myself to just enjoying the game as a walking simulator as that was what I was in the mood for anyway. I just wanted to relax, walk around kind of braindead, looking at stuff. The investigative element was a welcome addition as this felt quite unique, and I actually found it quite fun combing the map as I went along for the “areas of interest” which had the little investigative parts to them. It’s a pretty simple system, but it felt very detective-esque and I think it’s always fun when games pull that off. The text appearing like thoughts, assessing a scene, and having to deduce its chronology was novel to me. This game only really got interesting to me, and became something I enjoyed at the very end. I can’t say too much as it really is something you need to see for yourself but the game realigns itself in another perspective right towards the end which turned this game from something I was feeling [i]fairly[/i] apathetic about, to something I thought about after it ended and intrigued me enough to look at discussions about this game both in the community hub and on Reddit. It did a really good job of making me think back on the game, and rethink different aspects of it to fit the new perspective. In that sense, it was only after I finished the game that I realised the detail and effort the devs put into this game to create this experience. [spoiler] As an example, I noticed in the train station that there was a clock with one side reading 7:00, pristine, the other was broken and burnt and read around 7:05 which foreshadowed the ending. A completely unnecessary detail to add to the game but something that really added to the feeling after the ending that “the signs were there the whole time”.[/spoiler] The map is “open” to an extent, the way in which I combed through the map did still make it feel fairly linear to me, and I was fortunate enough to have found everything as I went along so that I did not need to backtrack for anything. I like to think though that if I did I wouldn’t have minded, as essentially at a certain point if you missed something you are just kind of told where to go and the map isn’t that big to make it a chore. I enjoyed walking around in this game, the music and scenery is nice so I doubt it would have bothered me. There is a surreal twinge to this game, which I loved as I'm just a fan of surrealism in games. I think it makes for a more intriguing experience to think about why things feel a little “off”. You can have a very surreal experience in this game very early on, but it’s something that is missable. [spoiler] If you try to go back through the tunnel your character initially comes from at the start of the game, it lets you get to the end of the tunnel only to wind up exactly where you started.[/spoiler] This immediately made me question the world around me. Overall, I enjoyed this game more than I was expecting to. I think in the end it is a really interesting story that was portrayed in a unique and thoughtful way. You kind of need to pay attention to the details to get the most out of this game, but I think if you’re up for it, it’s a rewarding experience. I would definitely recommend anyone to try this game for themselves, but especially so if you are someone who enjoys psychology or philosophy in any sense. Even those that enjoy thinking about symbolism and what could represent what, I think would really enjoy this, as it seems like a lot of detail and thought went into this game. I don’t like adding loads of spoilers in reviews, but I do also want to share some thoughts about the game and the ending. I really do believe you should just play it so this part will be spoiler tagged so you can just skip over it if you’d rather not know. [spoiler] Going back to how this game makes you realign, I enjoyed the fact that at the end you’re told by Ethan he’d written a story about everyone. His family clearly did not support his creativity in the way of his writing, and you start to see that the stories that you find around the map can be linked to family members. In this sense if you paid attention during the game you can get a better idea of their characters by looking at them from the perspective of Ethan. For example, the story about the woman who loses her beauty after having her child is likely about his mother. That story ends with the child asking a witch to give her beauty back, which the witch does, but the child disappears. This makes you think that perhaps Ethan feels as though his mother would be happier, and get her “beauty” back, if he was gone. Notes and Interactions in the game suggest that she loses her temper with him, so he may feel that she doesn't actually want him, and resents him. A tragic thought for a child to have about their mother. The game lets you put together ideas and context like that for yourself which I found enjoyable. It was also fun to think about how Ethan’s story tied in with reality, it seems as though Ethan created his last story as he suffocated, “the sleeper” in his story is likely actually referencing himself, and it seemed the possessed family did not want to “wake” the sleeper, as that perhaps meant that Ethan would be brought out of his dream world, and be aware of his reality, before slipping away. Ethan was maybe hoping to stay in his dream world in his last moments. The detective, another character of Ethan’s, wakes him at the end, bringing the realisation to Ethan (and to us) but reassuring him and helping him come to terms with things before he passes. It’s an incredibly sad story realistically but it’s told in a really interesting way.[/spoiler] [quote]For more reviews of games with psychological, philosophical or thought-provoking themes, check out my curator page [url= https://store.steampowered.com/curator/38795895/] Psychology, Philosophy & Thought, [/url] where we review games that explore the mind, get you thinking or make you question.[/quote]
There's a redux version and a VR version. They are all the same, technically better - but the base game isn't for me. It's a walking simulator with simple puzzles and an "emotional story" that's laid on so thick it's almost cringeworthy. And that's not to mention the appalling save system, which seems almost intentionally designed to keep you playing , knowing that you're going to lose progress no matter what you do - unless it's just saved at a storyline transition point. I know I'm in a minority. 4/10 - Great presentation, but ultimately a very slow experience.
Eine unfassbar schöne Grafik, tolle Musik, sehr spannende Story und absolut eine 10/10 meiner Meinung nach. In diesem Spiel muss man sich ganz genau umschauen, also perfekt für alle neugierigen Gamer wie mich, die in jede kleinste Ecke rennen. Es ist ein absolut entspanntes Gameplay - keine stressigen Situationen und doch ein wenig gruselig. Definitiv ein muss!
Good game, cozy, great to finish in 1 sitting, the story was interesting and unique, the narrator was great, visuals were fantastic, the puzzles were kinda iffy, but all in all a great experience packaged into a 4hr estimated runtime.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 657 | 82% | $19.99 | |
| $13.9M | 47K | 95% | $19.99 | |
| $9.2M | 27.7K | 88% | $19.99 | |
| $388.6K | 2.5K | 79% | $9.99 | |
| $1.9M | 6.4K | 91% | $19.99 | |
| $36.9K | 467 | 84% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 4.7K | 92% | $13.99 | |
| $3.2M | 6.6K | 81% | $24.99 | |
| $3.2M | 6.5K | 86% | $24.99 | |
| $3.2M | 6.5K | 86% | $19.99 | |
| $3.2M | 4K | 94% | $19.99 | |
| $3.2M | 6.9K | 93% | $14.99 |