
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
Played through on console back in the day, had me feeling a little like Charlie Kelly (part of the charm). Other than that it's a lovely game with nice puzzles. Will need to revisit the rest sometime while it's still out of memory, but there are other ones like this that may be worth going through too
会改变你对周围环境的认知的游戏 会 改变你对周围环境的认知的游戏 会 改变你对周围环境的认知的游戏 会 改变你对周围环境的认知的游戏 会 改变你对周围环境的认知的游戏 会 改变你对周围环境的认知的游戏 会 改变你对周围环境的认知的游戏 会 改变你对周围环境的认知的游戏 会 改变你对周围环境的 认知的游戏 会 改变你对周围环境 的认知的游戏 会 改变你对周围环境 的认知的游戏 会 改变你对周围环境的 认知游戏 在前期会有很多发现>逻辑甚至发现>一切的谜题,我认为是这个游戏最高光的几个地方。 而之后又有很多谜题是逻辑>发现,也可以,这是知识运用,而且还会变很多花样。 但之后还会发展到大量的纯逻辑解谜,这里面已经没有什么发现了这就是做题。 直到某些环节我发现自己已经刷题刷到开始恍惚了,如果说让我爱上这个游戏的是发现的美,那在这个刷题环节游戏已经丧失了它的所有魅力,他所显露的已经是和当初彰显的独特美感完全是背道而驰的观念。 而且虽然存在感不是很高但故事到收尾有着见仁见智非神非人的神人展开, 结合游戏中散布的大量谜语有种“我正反话都说完了,所以我说什么都是对的”的美, 给我的感觉与其说是“难以苟同”更多是“哈哈,你,你开心就好(汗” 对我来说,这个游戏无疑是远远超出想象的优秀,但它又在一些地方做的太普给人巨大的落差感。直到做完了最终的“终极刷题”的时候本来都更偏向于不推荐的,结果正在写差评的时候我瞄了眼电脑屏幕旁边插座版。是线和圆,它们就在那里。 也许对于没有玩过这个游戏的人来说这是再常见不过的事情,但刚在这个无人岛上度过的几十小时的时间无法让我不对这个东西有一些想法[spoiler]就像“真结局”中的影片展现方那样。 就算这段视频不像游戏里其他的鸡汤录像一样会说名人名语而是相反一句台词都没有,但玩过的人都能知道视频里的人经历了什么而他又想去做什么。[/spoiler] 虽然不太想承认,但如果一个游戏真的做到了就像在开头说的“改变你对周围环境的认知”这种事情,这种体验我觉得还是应该让更多人去品味的。 [spoiler]或许也可能只是某种滤镜把这个评测中差评红色的部分变成了蓝色[spoiler]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, 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
No tutorial, and you have to figure out how each type of puzzle works by either observing your surroundings, or understanding the mechanic at each puzzle. 100% dopamine each time you start understanding each puzzle.
Я обожаю эту игру. Небольшие советы: Все головоломки проходимы Каждая деталь, каждая головоломка, каждый уступ для чего-то нужны Лучше не открывать гайд впринципе, правда. Лучше дропнуть игру, чем разочароваться тем что не заметил очевидную деталь и из-за этого не смог пройти игру сам
If you draw a plot of where the Myst games were going after Myst III, this is, by extrapolation, roughly, Myst 126. The puzzles are no longer even trying to motivate you through anything other than their mechanics, they are literally just lines on a bunch of panels, and instead all attempts at a story/theme are relegated to densely pretentious but thankfully ignorable audio logs on corners. Some of the puzzles are neat and clever, especially the ones that make you draw lines on not-panels, and some of the panel sequences are not super bad (props to their logical and didactic ordering, which usually made sense); little of it feels unfair or random. Still, some of it does, and you'll inevitably run into it if you want to get to the end; too frequent to truly avoid by going elsewhere, and there's no way to bypass them if you get stuck. Sometimes it is claimed that the problem with The Witness is the difficulty lies in 'figuring out what the rules are', but this is almost always completely false. That's the challenge for the first 3 or so panels of each sequence, sure. But, then, the subsequent puzzles ask you to combine all the logical rules, and that's where the real drudgery begins, because they're rarely interesting enough to survive exploring to that extent. By the 15th light puzzle related to finding the right angle to bounce a reflection off, you've already figured out the rules. There's nothing left to think about, only some rigmarole to perform. Near the end they start combining the rules of the sequences, and in those it really becomes apparent that drawing the right solution from combining 5 unrelated logical rules is a task for computers and computer scientists, not something interesting or enjoyable to actually perform. To illustrate: my least favourite puzzle is from near the end, in which you're asked to draw some bridges for you to get from place to place. There's absolutely nothing to figure out, here. You just have to draw the right lines that pass from one place to another, possibly in sequence, such that you have to draw a line from A->B->C, say. There is absolutely nothing interesting about this; this is a variant of a children's puzzle about farmers moving sheep and cabbage and wolves across a river with only so many boats. Lots of the 'complications' in the puzzles are like the complications in those kinds of riddles, in which you just keep adding more animals and conditions on which combinations you can carry; this is about as puerile as puzzles get. Some people enjoy this level of 'purity' in puzzles. I don't. There are better pure logic puzzles out there that get rid of the pretentious, though sometimes pretty, chaff (nothing about the 'pure' puzzles wouldn't work as a phone game with just the panels in a sequence). If it made fewer gestures at grandness and meaning and settled down with cutting all but the modest few things it did well enough to remember, it'd be more forgivable, but as it stands it makes you go "ooh, neat" about as often as it makes you eye-roll. By god, did they roll.
Easily the most engaging puzzle game I've ever played. Annoyingly intelligent puzzles force you to think outside the box, but whenever you're stuck on something you can explore the open world to find more puzzles to work on. Immensely satisfying to finish sections in this game. Highly recommend to any seasoned puzzle gamer. Very very good
Je ne peux, en bonne conscience, recommander ce jeu, le problème principal n’est même pas le jeu. Pour tout de même le présenter, The Witness est un jeu de puzzle très correct qui, quoi qu’un peu long et un peu cher, présente plein de mécaniques simples seules mais qui une fois combinées rendent certains puzzles particulièrement retors. Le jeu dissémine des enregistrements audios dont le contenu est parfois plus que discutable. Au mieux, ce sont des citations de Feynman discutant de métaphysique et au pire, des sermons au ton religieux durant une éternité. Le réalisateur du jeu semble chercher à prouver qu’il a énormément de connaissance, qu’il est raffiné et cultivé et c’est justement ce dernier qui fait que je ne peux recommander ce jeu. Au cours des dix dernières années, Jonathan Blow, le réalisateur du jeu, n’a cessé de rappeler à quel point il ne mérite le respect de personne. Anti-Vax convaincu, misogyne, fan de Crypto monnaie et NFT ainsi que Pro-Trump, ce type à tout pour plaire. Sans cette ordure, j’aurai peut-être timidement recommandé le jeu et vous aurais encouragé à l’acheter en solde.
This game started as boring at best, and a waste of time at worst. The final area is an absolute accessibility nightmare. Do not play this game if you have any kind of photosensitivity.
This is a very well designed game The puzzles are clever, and the main mechanic is exploited to 100% Problem ; it's not fun The idea is great on paper, but falls flat very quickly. An exemple of that is the moment you realize you can "interact" everywhere, not only the screens. Great moment, but then you start to "interact" with everything that looks like a dot and a straight line and it's... not an enjoyable anymore. You start to fight the game engine just "to get through" some puzzles (the underwater archeology caverns, or the boat / landscape ones). This theme of "great at first, tedious after" could resume the entire game. The audio puzzles (chippin birds) in the forest for example ; At the beginning, you're left wondering what's the goal of that specific screen. You see the speaker. You hear the birds. Then you realize. That was really awesome. And then you realize that you will repeat that neat mechanic for the next few screens, with an non-interesting increasing difficulty (the phone ringing ? Come on man, that's so cheap). Through the use of that simple mechanic (draw a line on a screen), the game feels sooooooo grindy and repetitive. Do puzzle => Open door => Do puzzle => Open door. With no variations. The whole game is like that. And the cherry on top ; the puzzles, despite being litteraly parts of the environment, are not narratively intersting. What do I mean by that ? Well, maybe I'm dumb (in that case, my bad for being piss-finished), but I just can't see where the game is going. There's this whole "being witness of something", realizing slowly how the island works through epiphanies that are more frustrating than fullfilling (I get way more "f*ck I'm glad that's over" than "Oooh sheesh I get it now that's neat"), and gibberish about the sense of things (sorry me no smart). But why screens with lines to trace ? What's the point of THAT mechanic in particular ? I don't get it. Jokes aside, the game seems to sound way more clever then it really is. Be humble man, no need to quote a random philosopher to get some street cred. Start by making good puzzles in your puzzle game. Pros ; [list] [*]The art style is really beautiful, I love it [*]The way the player character moves, it's smooth af. Looks like it is navmesh-based, with how you move on rocks and all ? [*] That's it [/list]
I refuse to play a game without sensitivity controls
Active players
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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