
In To Be Headed Or Not To Be, you and a friend will have to use your heads, both figuratively and literally, to solve enigmas and challenges in order to escape the mansion.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About


Stats
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
skull/10, would skeletonize again
ebanaya hueta
♥♥♥♥ game
Related
Related
Trends
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
As funny as it is to grab your friends head and run off with it, or throw it onto a balcony and leave them there, the game has a nasty habit of... not telling you what you're meant to do... Ok, it gives you hints, but they're either obvious, or they don't make sense. One of which says that there's a maze you have to figure out, when the game doesn't even HAVE a maze of any kind and the area it gives you it in? You have to place a barrel over floor spikes so you can jump over them, not go through maze. Played the game and got to the forge section and uh, there's no sense to timing for it. Seriously, you can do the first and second part of it, but then it fails before letting you TRY the third or fourth parts, forcing you to restart that puzzle. The hint for it? Place your heads on a table and have your body do the work below. You can't see what you're doing if you leave your head on the tables it want's you to put them on. It also mentions a book that can give more info, which there is and it does, just barely. All in all, a funny concept that was poorly executed. A little bit more work on the hint system might make the game worth while, but otherwise, I'd never recommend this due to the infuriating time I went through trying to make heads or tails of it's bad hints.
A game that ask you to do precision actions with object, while it's not allowing you to be precise. Poor use of implimented mechanics (Separeting the head from the body, camera that takes real screenshots), it feels like attention have been put in wrong directions, and then forgotten. The environment and established universe makes no sens, we are in a medieval setting meanwhile you get to use electronical object and tools that clearly has nothing to do here. The parkour section is a call back to the poor implimentation of mechanics, the movement aren't "precise" either, suddenly having to avoid 3 traps in 4 secondes makes no sens. The "hints" are rarely usefull. Visually, there is no doubt, it's Unreal Engine. The texts are awefull to read (like you would expect of this engine default text type), the painting inside the frames looks out of place.
We couldn't remove our heads and there is a bug where it wont let us out of the room once we solve the puzzles in the room. The hint didn't help either as the doors did not open. Wish the mechanics worked.
Ходят легенды что отец разработчика в детстве заставлял тыкать на могилы родственников в нужном порядке за еду, по дороге в школу его ждала полоса препятсвий с пилами колючим полом и машинами которые сбивали ему еблище, а спать он не мог из-за того что у кровати были настолько кривые хитбоксы, что заснуть там было настолько же нереально, как пройти эту игру
i love giving head to my friend
[quote][b][url=https://en.wikipedia.org/wiki/Asset_flip]Warning: Asset Flip![/url][/b] "To Be Headed Or Not To Be" is one of literally thousands of creatively bankrupt asset flips infesting Steam and lowering the average quality of all video games everywhere.[/quote] This is just a bunch of Unreal Marketplace/FAB assets dumped on a basic multiplayer escape room game blueprint. The skeleton assets appear in a lot of different games, it's obvious this is just an asset kitbash and that was almost certainly a leading cause of failure... gamers can smell an asset flip a mile away. So, "To Be Headed Or Not To Be" is partially or completely made up of stock assets, "borrowed" from asset stores and free asset websites. Little, if anything in this game is the creation of the "developer". While there's no up front price for this asset flip, the other problem with asset flips is that when developers aren't capable of doing their job and creating high quality assets, it's also true they can't do any of the rest of the job of a game developer either. That's definitely true for "To Be Headed Or Not To Be", and this kind of asset flipping never results in games that have quality or value for PC gamers. So, "To Be Headed Or Not To Be" is an (effectively) dead multiplayer game. Why did it fail? It's video game autopsy time! The chief cause of failure is the developer thinking that their game will "go viral" without actually creating any reason for it do so. Competition amongst multiplayer centric games is extreme, and there's only a finite player base to appeal to. This game failed to reach any kind of critical mass and died as a result. Let's go into some of the reasons this particular game failed to appeal to gamers, despite the zero up front cost. The game graphics look better than you might expect, but that's just because it looks like some or all of them are "borrowed" from asset stores or wherever. Gamers can tell... and it comes across as insincere. There's also the old adage that those who lack the budget and talent to make their own game assets usually lack the budget and talent to do the rest of the job of game development properly, too. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality product, this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. This game is fairly dated at 6 years old... and even back then it looked old and busted compared to contemporary, professionally made 3D games of the same period. It looked bad then, it looks worse now. Now on to pricing and value for gamers. There's no initial download price, but the developer was charging $8 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. In terms of public reception, this failed to appeal to the 130 million+ gamers on Steam. SteamDB showed the game peaked at just a dozen or so concurrent players, and now there's basically nobody playing it. Even though it's free. This is a dismal public reception, but it's easy to see why gamers rejected it. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. I didn't pay money, but I still feel ripped off.
Passez votre chemin. Frustrant.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.