
Explore a beautiful open world where you deliver mail, find artifacts, help people out, and fend off folks you’ve wronged.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So peaceful and kinda spooky. I wish I could find something else like this.
fun game with interesting mechanics, but it's nowhere close to worth $20. I paid $4, which feels pretty fair. If you want a game with an involved character driven 'random stuff can happen' world, go play Shadows Of Doubt.
Constantly crashes. It crashed/froze three times before I could finally start my first run only to find out that it'll run only at bellow 30 fps. I'm on an old laptop (Ryzen 2500U w/ Vega 8, 8GB RAM @ 2400Mhz, SSD) but, I can play MGSV:GZ at stable 30 fps on it on minimal settings and can have 50-60 fps in Team Fortress 2 on mid-low settings. Why Thousand Threads doesn't run smoothly is beyond me.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
근대 미국 사회에서 우체부를 하는 게임 컨셉인것 같은데 처음 만나는 NPC의 3할은 일단 뚝배기를 치고 본다. [h3]"당신이 존 인가? 제인이 안부를 전해달라고 하더군"[/h3] 우편물을 전달하면서 마주하는 위험요소를 극복하고 (그래봤자 늑대 곰 밖에 안나온다) 다양한 주민 퀘스트를 수행하는데, 절반의 주민들이 삐뚫어졌다. -누군가를 손 봐달라 -누군가의 물건을 가져와달라 물론 평범한 퀘스트도 존재한다. - 물건을 가져다 달라 - 물건을 전달해 달라 게임이 뭔가 희안하다. [strike] 병맛이다. [/strike] 탐험이라고 하는데, 황량하고 생존이라 하기에는 먹고사는건 딱히 없는데 뭐 이렇게 미움받아가면서 게임을 해야하는지... 퀘스트와 콘텐츠가 반복적이고 뻔해서 금방 질리는건 덤.
TLDR: came for the visuals, stayed for da squaw, the exploration, and the lore. Beyond the beautiful world and immersive sound design (legit forgot the birds weren't real even with just laptop audio), it offers a pure and structured form of role-playing in that the game's systems are clear and you decide how you play, who to help and why. It got me involved enough that in a short span of 5 hours, I developed an allegiance with one family (I ride for the Murrays) and it was on sight with any fool who offered a mission to beat one of them up. Beyond the backstory you may or may not make up in your head, there's a neat correspondence system that adds some pathos to the squabbles between npcs, as well as cool world-building (via found "artifacts") that gives significance to all the environmental landmarks. Wicked's Rest caught me off guard. If you know, you know.
Finished the game before clearing up the first path. To unlock one part of the map segment you have to walk around and parkour yourself out of bounds. I skipped a lot of the story because i was kind and didn't want to open the letters. I have trouble finishing some of the missions because i do not feel like attacking people. This is a fun game, it's walking simulator but it's a nice one.
loved murdering people (in game)
Really neat open-world stealth-action-survival delivery sandbox for interacting with AI agents in a highly systemic simulated society. If meaningful systemic interactions with NPCs is something that interests you, definitely play this. (Marketing thought: maybe call this game a 'Strand-like'?) I actually played it when it first came out, and years later am surprised to find how few reviews there are for this game! (Reviews have a direct correlation to lifetime players). I think maybe this game wasn't marketed in a way that underscored how absolutely wild its systems are (a lot of the pull quotes on it's website are about it's visuals, which: yeah it looks nice, but also color blocking is kind of just ubiquitous in the indie landscape). Basically, imagine a solo-dev made the Nemesis system from Shadow of Mordor, but made the entire game about interacting with that systems instead of following some scripted narrative. That's this game. The dev is exploring ground very very few people are doing in the industry, and it's really a shame that this game was seemingly the end of this devs career. As a thought exercise, let's try some different marketing strategies: "In this dynamically generated 'Strand-like" game, step into a lawless frontier and choose to become either a bandit or a bounty hunter. Follow leads and piece together evidence as a work-for-hire detective, or choose to connect people together by stepping into the role of a courier. YOUR CHOICES MATTER: characters in the game world will remember your actions, and hunt you down for vengeance, or reward you for your kindness, using the proprietary RETALIATION system." Or you know, just anything that doesn't bury the lead, and really underscores how dynamic and dangerous the game world is, and how innovative its systems are.
A unity game it was barely worth the 99 cents sale price. It keeps you busy only slightly longer than the refund limit. This particular unity cookie cutter game was a walking and mail delivery simulator. if it were fleshed out considerably this would be worth more but as is this is not worth yours or anyone else's time or money.
很好的游戏,希望可以支持中文。
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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