
You wake up, alone, on a strange island full of puzzles that will challenge and surprise you.
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.
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): 5.29/day in the week to Aug 10 → 7.57/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.
About
Genres
Sums Steam only; PlayStation, Xbox, App Store, 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 | $39.99 | 21.4Kreviews | 84% | — | $14.3M |
| $39.99 | 23.8Kratings | 85% | — | 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 1005 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
若能沉下心体验,《见证者》就是个富含宝藏的游戏。解开664道谜题并见到真结局,或许已经“通关”,但我仍有许多困惑,那就还不算“完”。我尚未玩过制作人Jonathan Blow(吹哥)的Braid,但据说他用7年把赚来的钱全投到本作,我想他一定有某种执着。带着好奇,我仔细读了录音,试着去理解这座岛。最终我认为这是一场披着解谜外衣的开悟之旅,它层次丰富且有哲理,难被概括,只能玩家亲自体验。所以请尽可能深入体验本作(最好别看攻略)后再读下文! [h2] 认知 [/h2] 《见证者》精简的设计语言给我留下深刻印象。简约,高饱和,无多余UI,整座岛处于无干扰的冥想环境,连引导都隐匿于设计。起先由几块板讲清“一笔画”规则,通电即可出门。后来从零学习,经由“假设→检验→拓展→巩固”,掌握了岛上的更多符号,并将其综合应用。谜题逻辑严谨,没有凑数感,即便微调,思路又会不同,新鲜感和乐趣同在。【沼泽】的方块很有代表性;【树屋】“太阳”语义复杂,但被巧妙解构并铺设为路:一路控制单色依次证明“无关位置”、“两两绑定”、“同色不包容第三者”,最后剩单个符号使玩家彻悟,另一路的多色符号再巩固理解,两路终交汇,解谜与学习交融的体验很妙。 世界并非光有符号逻辑,别忘了对环境的直接感受。从隧道到庭院,再到自由广阔的门外,视野两次“豁然开朗”。电缆、道路、光束等环境物也悄悄指引我们该干嘛。【粉树林】是优秀的启蒙导师——答案或许不局限于面板,换个角度观察,可能有新收获。这类“环境题”图案别致,放置分散,错了要重做上一题。为的是摒除干扰,强调多感受环境,不鼓励像逻辑题那样穷举试错。【丛林】图案既像蜿蜒的蛇,又指代声音波形;【遗迹】图案模拟日光反射,死盯面板不可能看见答案。这些创意虽然“刁钻”,但也缓和了解逻辑题的疲惫感。 符号与逻辑构筑出深奥的“理”,观察与感知发现了灿烂的“美”,理性和感性交织出我们对世界的认知。大部分玩家首通的区域【对称岛】,除了“对称”逻辑题,还藏着一组环境题——风景穿透面板显露答案,需要把视线转入环境(妙的是题板本身被环境所隐蔽)。【城镇】综合知识,旧谜题改头换面,保留配色作为提示;后期【山体内部】仍有“故障”、“柱子”等新变体考验……《见证者》首先希望我们从这些题板中找到学习和思考的乐趣,答案一直在面板上,因你的认知显现。最终,知识将连通各区域,智慧之光齐聚山巅,我们对小岛的认知逐渐具体完整,不再陌生。 [h2] 连接 [/h2] 地下影院的影片1/6,伯克道出了“见证”的意义——由他人灌输的二手资料会限制认知,我们应亲自体验,主动与世界建立连接。岛上的一切互动都离不开“一笔画”,其外形和作用都有“连接”之意。而我在【禅院】找到了更具体的连接——环境一笔画。“轰——”,我在空气中创造了它,“咻——”,它化作粒子飘向远方,很神圣。我震惊,并真正开始在乎小岛。带着新认知重游故地,视野变得开阔,这才看见错失的宝藏。我们有不少发现这些一笔画的机会,每一处都可能是第一次见证,重点是你亲眼看到了它。它们有的酷到屏幕容纳不下,有的相当隐蔽,甚至会是动态。要找齐并不容易,石柱面提示了方向,但形状难以辨认,转久还容易头晕,使耐心加速流失。但我还是很佩服制作组,能将各种一笔画精心藏匿于世界各个角落,并实现玩家与之连接,就像吹哥预期的——如“施展魔法”。岛上还藏有视觉彩蛋,鸟爪天使、枫林少女、枯树的脸……亦真亦幻。我不会忘记自己乘船欣赏沿岸风景时,眼中的岩石和倒影形成了一个祷告女子。最惊人的是,中央池塘竟是小岛的微缩景观!轮廓一致,池中物对应了各区域谜题与隐藏,会随收集进度而变化……所有秘密都并非突然显现,而是一开始就静静躺在那,等着我们无数次路过。 岛上还有些不知哪来的录音、石像、酒店用品……却不见“我”以外的活物,连鸟叫都是音频。发现越多秘密,却感到越无知和迷茫?终于我们在山内部见到小岛设计图和模型,听见“幕后团队”的谈话,才明白,这座岛是一个程序模拟的VR梦境。目的是让到访的“无畏者”经历一场冥想式的心灵修行,从这段体验中达到多层次的“顿悟”,获得脱胎换骨的,对待自我和世界的全新认知视角。这是个思想试验场,谜题是噱头,真相是诱饵,《见证者》突然来了一层自我指涉的meta叙事。“无畏者”既是结局醒来的主角“我”,又是超脱出游戏本身,见证过小岛的玩家你我。妙的是,meta视角迫使玩家重新审视自我,恰好印证和回应了本作希望我们获得的顿悟体验。那些让项目团队都陷入痴狂的录音语录,来自神学、科学、哲学等不同领域的学者,晦涩(汉化有些问题…)又似乎各执一词。这些箴言中埋藏了多重隐喻,既关联眼前的谜题与环境,又呼应游戏世界观乃至映射现实世界,最终上升到虚拟和现实内外一体的哲学高度,我想这正是《见证者》留给我们的终极“见证”。 [h2] 顿悟 [/h2] 不知不觉间,我们在岛上见证了人类文明从古至今的发展历程。从信奉太阳的古迹,到中世纪古堡,再到现代装潢的温室,似乎越接近高山,文明程度越高,山内更有种科幻感。逻辑谜题凸显理性的建立,人们创造各类符号来记录和表达,进而探索世界。环境谜题则属于人类在原始社会就体验到的宇宙之“神秘”,由恐惧诞生出宗教信仰。岛上两个意象——太阳(自然崇拜)是人类不懈追求的绝对真理,圣杯(宗教信仰)则是虚构的真理化身。木料和石材厂象征改造自然,树荫谜题延续了遗迹——借日光显露“神迹”,石材厂充满宗教色彩,模仿人类演化的石像喻示信仰走向神权与王权(影子彩蛋)。“尝试将神之国以现世形貌显现,必将引来灾祸……成群寻觅之人会自取灭亡。”信仰逐渐盲目,上帝在上方深沉凝望(屋顶彩蛋)。城堡踏板区直观展现了信仰被欲望玷污,石像上演着权斗和阶级压迫,高高在上的国王像背后,侯世达点明人类是自我中心的生物(肉身踏板)。地面逐间下沉,见证者最终在脚手架上俯瞰潦倒的平民,落差感很强。另一侧迷宫区则指环境对人有不可避免的影响。克利福德批判“笃信上帝庇护而没有修船”是一种扼杀怀疑的思想条框,应该让信仰经得起证实{船骸},“放弃质疑”对人类罪孽深重{背负沉重包袱前行的人像旁}。所以伯克提出要主动去找答案,正是那些追寻真理的学者们用理性一点点构建起了现代科学。 然而,科学有局限性,无法解释一切。爱丁顿举了些有意思的例子:蓝眼睛浪漫诗意,可绿眼睛只是反射波长不同{绿光温室};物理分析会让“跨进门槛”成为难题{庭院大门边,只凭逻辑连线反而错过了真结局};分析笑话机理会使其失去意义{祈祷女彩蛋处,播放录音时只能看到局部岩块,跟解构笑话一样缺少整体感受}……所以,别忘了最本能的直接感受。执着于理论会止步不前,“眼中的爱人也只会是个精巧的差分方程”。酒里能看到宇宙,但别忘了它的作用是使人快乐{费曼,沼泽地下,氛围像置身于酒中}。我们死盯着面板,也不会发觉环境之美。真正的欣赏是“无意识、不用反思”的,就像分析思考会让绘画的美感崩坏{塞尚},泰戈尔也无法向旁人阐释作品,“选择沉默,爱就会显现。{恒河母}” 人类试图用自己建构的语言、概念与制度等“现世形貌”去表达心中的神性,但这些符号并非真实本身。爱丁顿说,公式定理不过是对世界的局部表达{海岸,探讨海浪的美}。尼古拉认为阻碍着他一睹上帝真容的墙壁,是由名字指称的各种模式的限制。该录音旁,有个半跪人像伸手想拿柜顶的圣杯,走近会发现他真正想要的是天上的太阳,而地上的影子握到了圣杯的影子。看,人类再努力也无法触及“太阳”(绝对真理),顶多触碰到“圣杯”(象征性替代品),而那不过是虚假的投影,多么残酷。禅院的Arabi语录类似——“薄纱垂下,后面空无一物。认知仅仅停留在了薄纱之上……”我们的认知仅限于反映物质世界的那层表象(薄纱)。墙上雕画是男人跪在崖边想要圣杯。唯有将金属板降下(“薄纱垂下”),才能勾勒出圣杯的环境一笔画,获得目之所及的真理。 人类的思维无法掌握宇宙,就像个孩童面对汇聚各国语言的大图书馆{爱因斯坦,综合知识的城镇};现有的科学知识不存在绝对确定的内容{费曼,高山下}……那这一切都是徒劳吗?影片2/6费曼鼓励大家无需恐惧,只要能一点点不断推进,就能更接近真实。无畏的先驱们忍受着孤寂和非议,前仆后继地为分散在世界各地与不同时代的志同道合者指明道路,他们坚定不移的热忱和献身精神,鼓舞着后人传续文明之火……爱因斯坦称这种情怀为“宇宙宗教情感”——“在我们这个唯物论的时代,只有严肃的科学工作者,才是深信宗教的人。”影片3/6的男人反复重走并保护烛火的举动就在表达这种坚持。这层意义上,科学与神学达成了一致追求。 科学与神学、逻辑和直觉、虚实有无……世界充满矛盾,但它们就像硬币的正反面,是两面一体。最初的“黑白”符号体现着二元对立,背后的录音,海森堡认为应当维持“客观物理世界”和“主观精神体验”二者的平衡。除了谜题机制,地图场景设计也有所隐喻。离山最近的温室题板唯一融合了符号和环境。城堡两部分代表自我意识与客观世界,城堡又和禅院对峙相望。对称岛更是充满东方哲学之美,本身元素就灵性(玻璃→水→倒影→对称;镜像=反映自我),对称线、两类谜题、锦鲤彩蛋……都体现着太极阴阳的统一。永嘉大师的“水中月”意象,既传达了佛学的“一即一切”整体观,也表露了一层虚幻感(真理与岛的存在)。另一段录音,尼古拉说“上帝(真理)可见又不可见,要越过目光不可见的藩篱(认知局限之墙)”。这与“渐隐”谜题机制互文,但更妙的是,解题时题板正对着对岸的环境一笔画,而玩家通常只盯着面板,对背后的一笔画“视而不见”。只有目光越过透明面板——那道“不可见的藩篱”,才能和上帝互视。这种将哲学融入场景与玩法的设计极具艺术性。此外,不少语录体现着对立统一,老子的“有之以为利,无之以为用”;Abbad的“酒杯和酒恍若一体”;2/6讲到概念演化之复杂,要用辩证的眼光看待事物……都在强调一种整体性视角。 城镇两则紧挨的语录:费曼提到一种超脱人类自身去思考宇宙,将客观目光回归自身的视角;奥古斯丁则提倡停止思考,去聆听万物之中的自我并超脱出去。此刻,物理学家的向外观察和神学家的向内审视殊途同归,融为了一种“突然跳脱,将人从言辞和情理的领域中飞升出来”的禅性体验——顿悟。影片5/6的灵修导师斯皮拉(不二论)希望我们从思维的创造者转变为观察者,觉察到自身在觉察。庄子说“人能虚己以游世,其孰能害之”。侯世达提出破除“自我”执念,把“我”视作一道彩虹。这种剥离标签概念,直接洞察本质的视角跃升,接近现象学中的“悬置”,也契合了禅宗的“无我”。大卫达伶说禅宗“使用语言却超越了语言”,录音隐藏在林中的破败集装箱内,似乎隐喻要打破工业文明的死板框架,回归自然。当我终于站在山巅,收获了前所未有的视角,同时听到一段感人的自述——(大意)宇航员施威卡特在太空中凝望,那汇聚了千百年人类文明的地球,逐渐凝缩成一个小点……瞬间,他在沉寂中感到超脱了一切束缚……(由于使命感)他仿佛同地球上的芸芸众生建立了情感联结,感受到了生命浑然一体的快乐……这种“总观效应”无疑是对“顿悟”体验最有画面感的诠释。回归游戏,“摒弃符号和面板框限,直接感受整体环境”正是开启新世界的钥匙。符号、环境、彩蛋、录音、meta要素……环环相扣的见证带来的“顿悟”体验,是小岛项目团队(吹哥)献给无畏者(玩家)的最慷慨的馈赠。 [h2] 见证 [/h2] 如何让游戏的顿悟体验足够有说服力?答案或许就在Brian Moriarty的《诗篇四十六的秘密》(影片4/6)。这段演讲意义重大,是玩家解开终极限时谜题后的奖励,也要耐心听完它,才能画出最久的一笔画。Moriarty讲述电子游戏的发展,提到“彩蛋”的诞生和引起过的热潮,最著名的(巧合?)就是圣经诗篇四十六里藏有莎翁的名字。而人们之所以如此沉迷寻找终极秘密,是因为一种“不可抗拒的吸引与令灵魂麻木的恐惧”——敬畏感。敬畏是信仰的基石,是探索未知的驱动力。我们有了敬畏心,才更容易获得新视角,通达顿悟。人类对宇宙充满敬畏,才能走到今天。施威卡特在太空感受到的共鸣,华兹华斯深夜见到黑山的恐惧,爱因斯坦对宇宙真理的痴迷,我们从小岛收获的震撼……都源自敬畏。“令人敬畏的事物从不吝啬,令人敬畏的事物富有且慷慨。”就像岛上不落的太阳,永远无私照耀着这片土地。《见证者》回归游戏这个载体纯粹的本真,将好奇作为驱动力,激发玩家主动想与之互动,并从一次次见证中顿悟升华,它确实是令人敬畏的好作品。在那里,只要你愿意去连接,就能收获新的认知……最终,无畏者和小岛彻底重塑了彼此。 我们见证了文明更迭,见证了前人探索,见证了自己的认知重构……在最后,也见证了吹哥的赤子之心。《见证者》别具一格的哲学与艺术,是“理”与“美”的交融。这个作品不光充满对生活的敬畏,也传递了吹哥对行业的愿景。他是个特立独行的人,嫌恶商业化游戏对玩家的种种算计和剥削,希望重塑人们对电子游戏这个数十年历史的载体的认知。据说吹哥是在很后期才决定舍弃了原本做好的直白叙事,让玩家自己填补可能。这或许是信赖。玩家和游戏开发者应当是合作关系,我们的想象力没有那么贫瘠。《见证者》不需要宝箱和奖杯作为诱饵,别让心中的神性固化为自欺的体制框架,它的奖励就是你所感悟的一切。从幕后访谈可见,美术团队确实做了不少功课,为更好地呈现想法,还请专业建筑设计团队参谋。录音里吐槽卡尔萨根的语录版权费太贵而没能收录,挺可爱的,能看出确实投入不小。本作还有不少可解读的细节,比如区域间的联系、颜色使用的讲究等……前文的引言也摘录不全,还能有更多深度解析。囿于篇幅和理解,这里我就不多展开了。 这个时代下,玩家要完全摆脱商业化游戏的操控是相当困难的,毕竟专业的游戏策划和分析师都太懂我们会被什么吸引。所以在我看来,吹哥的这份坚持更值得尊敬。他就像曾经那些先驱,为了自己坚守的真理在努力布道。“这些录音是人类努力所构建成果的一部分,而这些人,渴求着真理;我们必须同时记住的是,他们并不能真正抵达真理彼岸。”没有答案又如何?“大海的表面是无法到达的闪光,海底则是无尽的黑暗……在风险之中,蕴藏有救赎。”明知前方长路漫漫,明知自己微不足道,却依旧因为热爱而燃尽一生去追寻目标,为后人铺路。这很伟大,但也不必神化他们,他们就是你我,是在山下摸索的“无畏者”。陷入困境时多聆听内心的平静,像影片6/6恒河母说的“停止追寻,放弃希望”,放下对结果的执着,不要太看重得失,接受不完美和失败。即便山巅上没有真理,我们回望自己踏足过的每寸土地、见证过的一草一木,一切都成就了当下的完整。 作为玩家,我也见证了自己的见证,收获了思想和心态的转变。曾经零碎的信息织成一张无形的网,让我沉迷其中无法自拔。这座岛还有多少我不知道的秘密?现在已经不重要了,我感觉已经足够自洽和圆满。一切有为法,如梦幻泡影。不落窠臼的《见证者》就像一场不真实的幻梦,梦该醒了。别盯着屏幕,走到现实的阳光下,去与世界连接,去观察周遭,去寻找生活中的秩序之美。不被固有的偏见和标签限制了视角,不被教条和社会规训绑架,勇敢去质疑,往往很多事情,要亲自体验后才会明白。适时地回归本心,像刚踏上小岛的我们那样纯粹地感受世界,一点点触及心中的真理。摒弃掉那些肤浅廉价的即时感官刺激,始终保持谦逊,常怀敬畏之心。也许惊喜就近在咫尺,只是我们无暇在意,或是缺少一点耐心。珍视那种不是经由别人转述,而是亲眼见证的美好瞬间。在那一刻,完成自身的超脱,或许这才是真正毕业了这个游戏。 愿你我都是生活的“无畏者”。 The treasure is right there.
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Languages: English*, French, Italian, German, Spanish - Spain, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian, Arabic, Japanese, Simplified Chinese +3 more
| $39.99 |
| 2Kratings |
| 72% |
| — |
| not modelled |
| $9.99 | 585ratings | 80% | — | not modelled |
| $39.99 | — | 93% | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very good game made by horrible person. Jonathan Blow is not a good person. Look up his views before buying the game. The game itself is very good but pretentious. Great art style and puzzles and exploration. The puzzles are not difficult. Be aware that you will spend a lot of time looking at puzzle boards. It's pretentious because the dev thinks the gameplay has some philosophical teachings, it does not. It has philosophical texts and recordings but they have not much to do with the game. Imagine if someone created Tetris and added philosophy texts to it and pretended the game taught philosophy.
This is my favourite puzzle game of all time (I've played this game a lot on GOG, so ignore my hours on Steam). When asked what I would choose to forget if I could forget one thing, it would be The Witness, so that I could experience it for the first time again, and then read this review to get an idea of what I'm getting into. All in all, I feel like the Witness is a video game that tries to teach you logical thinking from the ground up in a very interesting way. The first few hours of this game feel very confusing, and like you're missing the instruction booklet. What makes The Witness so interesting is that if you keep exploring instead of bashing your head against the wall at puzzles with strange symbols you don't understand, then you'll likely find out what the symbols mean through little 'tutorial' sections that let you guess the answer to puzzles with only 2-3 answers, and then ask yourself "Why did that work?" It can be quite a frustrating experience, and there are certain puzzles (the ones on the beach with the birds) that I still really struggle with despite knowing how they work. The way this game uses it's knowledge of how you likely solved the previous puzzle in an area to then force you to change your solution to the next one can really make it feel like the developer can see into your head and has purposefully tried to make your life more difficult. However, it's also incredibly rewarding when you figure something out. Sadly I didn't understand that when I first played, so I ended up looking up what some of the symbols meant without realizing I was meant to be able to figure them out on my own, and I feel like I robbed myself of a very unique experience. There are quite a few hidden puzzles and secrets, but unlike something like Lingo, travelling around tends to be quite straightforward with beautiful scenery and there's not really any running around in circles for hours trying to figure out one little thing you missed that will open up a whole new area. I don't believe this game is for everyone, and similar to Dark Souls, there will be times where you get frustrated and stuck. Sometimes puzzles feel impossible or hurt your head from thinking too hard. I find some people in the community get rather pretentious about The Witness being a flawless game and if you don't get it then it's because you're stupid or some such thing. Not everyone is going to like this game, and not everyone's brain is going to work the way this game tries to guide it into thinking. However, I do think with enough patience and thought, anyone CAN beat this game without any kind of guide or help. But not everyone has the time to put themselves through that, and I don't think anyone should be expected to do that or be made to feel bad for valuing their time more than thinking of possible solutions to puzzles or what rules mean. I do really recommend trying it out and giving it a fair shot without help for as long as you can stomach though! It's a beautiful game and after playing it I always want to look for other games that give me that same satisfying feeling from figuring things out, such as Lingo or Return of the Obra Dinn!
As someone with a background in education, the way that this game is designed so you intuit the rules of the various puzzles without any written instructions or guides can be breathtaking at times. Jonathan Blow is a terrible person but he made a fantastic game here, The Witness isn't any more opaque or pretentious than Myst it just quotes real world texts instead of fictional ones.
I can't remember the last time I played a game that made me use everything I know and have learned. This game made me use everything. I have achived end of the game and I am the only witness to this success.
呕吐解谜神作之一,当年玩了20分钟就成功地让我再也不敢玩任何3D游戏,晕3D慎入。 一开始觉得地图很大不知道怎么玩,后来发现就是传统的解谜游戏结构,分为几个区域,每个区域有一套规则,或者是几套规则的组合,打完各个区域学会了全部规则就可以前往结局。谜题都有循序渐进的教学(可能要找),一旦投入进去做题就很爽,找不到题到处跑的时候会可能比较迷茫。 至于设计好在哪里,最好还是在没有剧透的情况下自己体验。 通关后一个很大的感受是,确实只有靠3D才能呈现出这样的创意,并且考虑了很多细节来维持题目的准确,整个游戏都是精巧设计过的空间,并不是我以为的对现实世界规则的复刻。让我对3D游戏有所改观。有时看到一些游戏为了实现理想中的创意不得不牺牲一部分体验,难免会觉得有些无奈,比如这个呕吐神作,再比如一些独立游戏创意很好但让人玩得很累。但话又说回来,坚持做自己想做的、做别人没做过的,这才是我喜欢的独立精神啊。 《见证者》推出转眼已经过去了十年,希望吹哥可以不忘初心,继续带来优秀的作品!
REALLY cool game so far. $40 seems far, far too high. Wait for a sale. Worth it though REVISION POST COMPLETION: The ending is awful. the gameplay through it is good and enjoyable for mindless time kill and puzzles, but the ending is really bad. once you complete the far too drawn out ending "cutscene" the game save you have is reset. I love achievement hunting and i was intending on completing the extra areas and the secrets i hadnt yet gotten to. but NO. the game ♥♥♥♥♥♥♥ RESETS IT without asking you or warning of any kind. What a ♥♥♥♥♥♥♥ waste of time. Now I have to replay everything just to find the little extras I was looking forward to finding. The game is fine, the price is outright insulting and the ending is a waste of time. just play the game for fun while on sale, do NOT finish it until youre ready to delete the game.
For a game called The Witness, I spent most of my time wondering what exactly I was supposed to be witnessing. The first impression is excellent, at least visually. The island is gorgeous. Bright colors, striking architecture, peaceful landscapes. It looks like the kind of place you could happily get lost in for hours. Unfortunately, getting lost was exactly what happened. Just not in the good way. There is almost no story setup, no clear objective and very little sense of purpose. You arrive, start drawing lines through puzzle panels and slowly realize that nearly the entire game revolves around learning increasingly complex variations of that same basic idea. To its credit, the way The Witness teaches these rules can be clever. Instead of explaining anything directly, it gives you simple examples and expects you to recognize the pattern. There are some genuine “aha!” moments when everything suddenly clicks, and I can understand why that process is so satisfying for many players. The puzzles themselves were mostly fine. I did not find any that I absolutely loved or hated. The bigger problem was the question that kept returning after every solved panel: why am I doing this? There are audio logs scattered around the island that hint at philosophical themes, but they felt too obscure and disconnected to give the experience any real weight. I understand that the vagueness is probably intentional. The game wants you to interpret things for yourself. For me, it did not feel profound or mysterious. It just felt vague. TL;DR: The Witness is visually stunning and contains some clever puzzle design with satisfying moments of realization. However, its lack of story and meaningful motivation made the experience feel hollow. I understood the puzzle language it wanted me to learn. I simply never found a reason to care. 4/10.
Одна из тяжелейших головоломок в индустрии Проходил когда-то на пиратке и потратил ОЧЕНЬ много времени, но даже второе прохождение растянулось не на всего несколько часов воспоминаний, а реально пришлось даже некоторые элементы понимать с нуля. Здесь нет как такового геймплея, сюжета - только ты и красивый разнообразный остров, напичканный задачками. То, как со временем растёт сложность, заставляет тратить на некоторые загадки дни, а то и больше, но в конечном итоге даёт ощущение победы. Важно учесть, что эта игра СТРОГО для любителей жанра: любой другой почти наверняка бросит прохождение спустя несколько часов из-за тягомотины и долгого отсутствия прогресса. Визуально и по части звукового сопровождения это очень приятное приключение, предоставляющее достаточно разнообразные головоломки и испытания, которые заставят реально посвятить себя этой игре, чтобы справиться.
This is a puzzle game. And a thinking game. And a bit of both at the same time. It presents itself as a simple line puzzle idea, which expands quite a lot during the playthrough: new rules get added and taught to you, sometimes in ways you never expect; new environments expand ways you can interact with puzzles, forcing you to find solutions to what looks impossible at first (or even second) glance. The process of completing this game is a pleasant experience. There is always a rule to follow, even if you don't see or understand it at first. It heavily rewards observation skills and attention to details, which is (mostly) the point of this game, but it does not disregard logic. Like in any puzzle game, you won't make it far without analyzing what you can and cannot do. You will probably still be able to complete it though. And it will still feel like a [b] good [/b] puzzle game! What I mean by "making it far" is what I think the developers intended to be the [b]core[/b] experience of this game. Going further when the game wants you to think that it is over. You would not simply call a game "The Witness" if you only wanted players to draw a bunch of squiggly lines, right? I think that Jonathan Blow used this medium to show players a bit more than what a video game is able to. Thinking "outside the box" is the common term used to (usually positively) describe puzzle games. It is a hard thing to achieve as a developer and leads to a great puzzle design. What if we go [i] up in the hierarchy? [/i] Making players think "outside the game" leads to [b]great[/b] game design. And The Witness made me feel that it is true. It made me think outside the game, and, I am afraid to say, out of my own consciousness. The bears might not exist, but the pursuit of finding them gave me a lot of food for thought. I couldn't have imagined before that a video game can provoke my brain to think about art and religion, or the anthropic principle, or about afterlife, or the [i]ability to understand anything.[/i] It's a shame that most people will never experience this game to the fullest. So, if you are considering buying and playing it, do so, and after completing it, spend a bit more time to witness what developers really wanted you to. They didn't make this [b]experience[/b] solely by themselves, but they wanted to share what they feel is valuable to any human. Jonathan Blow might not be a genius, but he for sure knows what it is to be one.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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