
Atmospheric first person adventure game focusing on immersion and exploration. Meet strange characters, discover secrets and try to unfold the mystery of the Fragmentation.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 31 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 21 → 0.2/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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Crows be Crows. Awsome game, if you like stanley parables this is the juss
👍
There's just not enough in this game... 0 payoff, doesn't build to anything. Expected more, I'd be ashamed to sell that for actual money..............
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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
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
pretty good surreal/psychological game esp for a indie
This is a work of art.
Если ждёте, что в этой игре есть СТРАШНАЯ ТАЙНА... Не ждите. Разработчик поводит вас за нос и игра просто... оборвётся. Ни объяснений, ни развязки интриги, ничего. Невероятно претенциозная пустышка Замах на рубль, удар на копейку
A surreal, at times ominous and even creepy exploration of a really weird and cool world. This is a niche type experience for those who love light puzzles, but most of all exploring every single nook and cranny of a place in first person. I absolutely loved my time with it, just go in knowing what you're in for and that it's not a game to play to get all the answers - it's a game about enjoying the ride and the hunt. Very excited to play more from this developer. If that's too esoteric a recommendation... This might rub some people the wrong way but to me the analogy is apt as I'm a big fan of these types of games and the game I'd compare this to: Sludge Life. If Sludge is the street, aloof, blase, bohemian existential take on modern life through the lens of platforming and exploring a weird world, then to me Through The Fragmentation is the other side of that coin. It's the austere, subtle, quiet, introspective version of that. If you dig one I think you'll dig the other.
Through The Fragmentation is a compact but remarkably atmospheric first-person adventure built around curiosity rather than action. Developed by Máté Pribelszky and published by Crow Bar, it places the player in a strange City where exploration, conversations, environmental clues, and unusual characters gradually reveal a much larger mystery. Instead of constantly directing the player toward objectives, the game allows its world to become the primary source of guidance. This makes wandering around feel purposeful because an ordinary room, obscure passage, seemingly unimportant object, or peculiar conversation can lead to something unexpected. Exploration is the foundation of the experience. The City contains hidden areas and small secrets that encourage careful observation rather than simply following the most obvious path. There is a pleasing sense that the environment exists independently of the player, with inhabitants following their own strange concerns and locations often hiding more than their initial appearance suggests. The visual presentation is relatively simple, but the stylized design complements the surreal atmosphere. It avoids relying on graphical spectacle and instead creates personality through unusual spaces, distinctive characters, environmental details, and an increasingly strange sense of place. The lack of conventional combat is an important part of its identity. Progress revolves around talking with characters, reading information, finding useful objects, completing tasks, performing some light platforming, and understanding how different elements of the environment connect. Items can occasionally be exchanged to obtain favors, further encouraging interaction with the people inhabiting the City. This approach makes investigation itself feel like the central mechanic. Players looking for shooting, fighting, elaborate skill systems, or constant mechanical challenges may find it unusually quiet, but those who enjoy discovering how a fictional world operates are likely to appreciate its deliberate pacing. Another strength is the freedom surrounding many objectives. Tasks can be optional, and some situations provide more than one possible solution. Decisions can influence later events because characters are capable of remembering the player's actions, while multiple endings provide consequences for how the journey unfolds. The game therefore manages to create meaningful agency without requiring an enormous branching narrative. Even relatively small decisions can make the player question whether a different approach might have produced another result, giving subsequent playthroughs additional purpose. The mystery surrounding the Fragmentation is deliberately presented in pieces. Rather than delivering lengthy explanations, the game encourages players to construct their understanding through exploration, conversations, notes, characters, and environmental discoveries. This fragmented storytelling fits the subject matter particularly well. Some players may occasionally feel uncertain about what they should do next, but that uncertainty is also responsible for much of the atmosphere. Discovering something because of personal curiosity is considerably more satisfying here than being guided toward it by a prominent objective marker. Sound plays an equally important role. Detailed environmental soundscapes reinforce the feeling of inhabiting an unusual and sometimes unsettling place, making headphones particularly worthwhile. The audio works alongside the restrained visuals to create an atmosphere that can shift between peaceful, lonely, mysterious, humorous, and quietly disturbing. The presentation rarely attempts to frighten the player through conventional horror techniques, yet there is often enough uncertainty surrounding the City to maintain a subtle feeling that something is not quite right. Players should also be aware of the game's photosensitivity warning, as some visual sequences may cause discomfort for sensitive individuals. Hidden achievements and multiple endings add welcome replay value. Since optional interactions and alternative approaches can easily be missed, completing one journey does not necessarily mean seeing everything the City contains. A second visit can become an opportunity to experiment with different choices, investigate previously ignored locations, or interact with characters differently. This structure suits a game whose main appeal comes from discovery, because replaying it with greater knowledge can fundamentally change how certain situations are approached. Its greatest weakness is also closely connected to its strongest quality. The intentionally loose structure can occasionally become vague. Players accustomed to explicit instructions may spend time wandering without knowing whether they are making progress. Mechanical complexity is also limited, and much of the experience consists of exploration, dialogue, object interaction, information gathering, and occasional platforming. Anyone expecting elaborate puzzles or action-heavy encounters may find the gameplay too understated. For the intended audience, however, this simplicity keeps attention focused on atmosphere and investigation. Steam Deck compatibility is officially rated Playable rather than Verified. The game runs successfully on SteamOS, its interface text is considered legible, and the default graphical configuration performs well on the handheld. The main compromise is control accessibility. Some functionality cannot be comfortably accessed through the default controller configuration and may require the touchscreen, virtual input methods, or a community controller layout. Mouse, keyboard, or other non-Steam-Deck button icons can also appear. Consequently, it is practical for portable play, but users should expect to make minor control adjustments rather than receiving a completely seamless console-style experience. Ultimately, this is a distinctive example of how a small-scale adventure can create an engaging world without combat or excessive mechanical complexity. Its strange inhabitants, nonlinear objectives, hidden locations, meaningful decisions, multiple endings, environmental storytelling, and atmospheric audio transform simple exploration into an intriguing investigation. The occasional lack of direction will not appeal to everyone, but it reinforces the sense that discoveries belong to the player rather than being delivered according to a rigid checklist. For anyone who enjoys mysterious first-person adventures, unconventional walking simulators, surreal settings, and games that reward careful curiosity, it offers an unusually memorable journey. Rating: 9/10
Well, this is not at all what I was expecting. I knew that this bird game was going to be a bit strange, but it is strange in all different kinds of ways that I did not see coming. This is definitely a narrative adventure game ("walking simulator"), but the "adventure" aspect of it is definitely the centerpiece. The game encourages and rewards exploration, and you will need to keep a keen eye open for essential items that are often hiding in plain sight. I found myself having to adjust the way that I was playing; I expected the story to just unfold in front of me as long as I held down "w," as is sometimes the case with walking sims, but this game is not afraid to let you get stuck. You have to really retrace your steps and explore every nook and cranny to find the items that you need to progress the story. Speaking of the story... this is a weird game. It is not at all forthcoming with what is actually going on, and when I had finished with it, I still only had a couple of guesses as to what this was all about. Still, I found myself driven to 100% this game and get all of the achievements. It took me about two and a half hours, but once you know where everything is and what to do, you could probably finish this in something like 25 minutes. I highly recommend it to fans of walking sims and more traditional adventure games alike, or if you just like weird games with bird people.
A PKD-like trip, like playing an episode of Black Mirror. Looking forward to the sequel.
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Players by region
Where this game's players are, estimated from review languages.
Related
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