
Harm – a manic-depressive young man in possession of a magical, flying door – seeks to use an ancient, derelict technology to harvest the souls of his homeworld and send everyone (including himself) to heaven.
Modeled estimate, not a reported figure. How we estimate →
About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Compré To Leave porque estaba de rebaja. Vi la oportunidad perfecta para apoyar a un producto nacional y, tal vez, ver una naciente industria del videojuego en Ecuador. Lamentablemente, me topé un con juego que trata de temas delicados de una manera infantil y romantizada. Una historia que, hasta la parte donde llegue, se basa en cartas escritas de una forma muy dramática, y quién sabe para quién las escribe. Ese es el primer problema que veo con To leave, le dice al jugador lo que tiene que hacer. No confía en él y le explica, repetidas veces, lo que tiene que hacer. En vez de ser verosímil con el mundo que crea, que me parece interesante, hace notar que las cartas son para el jugador, haciéndome salir de la experiencia. Ahora, como gameplay al inicio me parecía bien. Tener una introducción larga no es malo, pero se demora mucho en darle agencia al jugador. Después te comienza a llevar por niveles fáciles. Uno pensaría que va a tener una curva de dificultad bien manejada, pero llega un punto en que decide que te va a lanzar a niveles insufribles. El diseño de niveles es, por lo menos, malo. Ahora, a eso sumen que hay varias capas de dificultad artificial montadas una sobre otra. Primero, golpearte contra las paredes te regresa al inicio, tienes un contador que cuando se acaba te regresa al cuarto, unos checkpoint que estás de adorno. Aquí no es retador el gameplay, es difícil por ser difícil. No llega a sentirse como, por ejemplo, Celeste. Que tiene ese equilibrio entre ser difícil y, al mismo tiempo, divertido. No da la sensación de estar volviéndose mejor, sino que pasar un nivel es cuestión de suerte. ¿Por qué no agregar un sistema de vidas o un contador de muertes? ¿Por qué complicarse tanto? En conclusión: To leave es un juego poco equilibrado, que no otorga otro sentimiento que no sea el de frustración. Una narrativa poco interesante y mal abordada agrían aun más la experiencia.
i miss you cuz </3
this game is awesome in every way. Storyline is amazing and graphics are beautiful! Im obsessed with the music! In one word: addictive. To Leave is very challenging but absolutely worth it!!!
It's a very very bad game. I don't know why I buy it, because I can tell many faults about this game. 1 the story is no sense, nobody care the story because the mails are full of ♥♥♥♥♥♥♥♥ 2 the ending is odd, the whole game doesn't even tell a whole story 3 too many frustrating, no sense of achievement thought I already complete the game. 4 not any hint in the game, very terrible control 5 ugly art and graphic 6 lot of bugs, for example , you can select any chapter which is after content 13 7 too long beginning and you cannot skip it. ♥♥♥♥ it I don't know who give so many good comments, but this game doesn't deserve it.
It is a very difficult 2D platform game with a very interesting story. It becomes addictive at certain times and the good music of the game is great. I'm definitely enjoying it. I played it on PS4 and I hope that in the future it will be found on Nintendo Switch
The achievement of this game is its elegance. With extremely simple gameplay they manage to create an immersive, highly challenging and entertaining experience with a story dealing with an incredibly profound issue. I highly recommend it. Edit: I very very strongly recommend reading all the journal entries as soon as they're available. The context it provides and the backstory are amazing and very engaging, taking the experience to a whole other level. It is not a short read, but it is well worth it.
This was unexpectadly one of the hardest games I have ever played, but i guess that was kind of the point... To symbolize living with depression I think. It gets frusterating, but it's worth a playthrough if you enjoy a challenge, and its an absolutely gorgeous game! Steam's 7/10 rating is accurate.
Su jugabilidad tiene un alto grado lúdico, además muestra una narrativa visual vinculada a una problemática tan común en nuestro entorno diario, pero al mismo tiempo, muy descuidada por la sociedad actual, por lo tanto al mostrar un personaje con síntomas de depresión y en su grito desesperado de no saber que hacer , el juego muestra una salida como una puerta que se abre a un mundo lleno de soluciones y alternativas, con el fin de mitigar ese dolor, angustia y miedo, que el personaje protagonista de este VG demuestra, Al final nos deja un gran aprendizaje y un vivido momento de aventura.
SHORT: A difficult ,trippy flappy bird-like game. Unplayable without a controller. Also (for some people) it takes a short time to beat. LONGER: Somehow "To Leave" became one of my favourite games , and despite all of the flaws it has...this game still deserve a chance to be loved. Many feelings are mixed in this short adventure and there is something unspeakably special for me about this game. I liked the atmoshphere ,the music and the artstyle too... though near the end, it has some unnecessarily difficult parts...which spoils a lot of its charm. Secondly, the developers just don't care...AT ALL about their own game. No feedback...no NOTHING, which saddens me greatly... But how could I not recommend such a piece of art?
It took me a while to write this review, because the game story and elements are so deep, impactating. I`ve kept thinking about my own life and myself after exploring the notations in the room and looking the stages challenges. This game is amazing. It is not only a hardcore challenge: it`s a a lesson that teaches you how to power drive your own objectives about everything.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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