
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

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.
To Leave features challenging puzzle-platformer levels that will test your puzzle-solving skills through an emotionally gripping story. The game addresses depression – a state of mind that tempts you to open any doors if they allow you to leave everything behind … sometimes for a moment … sometimes for life.
Experience a lyrical, inspiring puzzle-platformer that blurs genre boundaries.
Take on grueling challenges and test your problem-solving skills.
Follow an emotionally gripping narrative that doesn’t hold back on characters or symbolism.
Understand the hardships of depression through a powerful mix of story and gameplay.
Enjoy a beautiful handcrafted world.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 58reviews | 81% | — | $9.2K |
| $9.99 | 37ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is very thought-provoking and challenging, driven by a story that can be relatable instead of being fantastic. I would call this game more like a fusion of puzzles, exploration of themes of mental illness, character-driven emotional storytelling. The artwork is great because it seems more like something drawn in a spiral-bound artists sketchbook instead of something cartoon-ey. I can't wait to play it more!
This game is excellent, I'm not into playing video games but I was impressed by the visual and sound quality, and the character's story. It emphasizes mental health problems and how the character lives with it; It will make you think a lot about it. I felt connected with the game because of the way in which the loss of energy is represented while doing each activity, it is an almost exact representation of how your energy is drained when you are in a depressive episode, and how you get to the point where you have to return to your room to regain energy.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English, Spanish - Spain
| $19.99 |
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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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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?
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.
"To Leave" somehow is both a hardcore platformer and a deep, artistic game dealing with subjects like depression and drug abuse. That weird mix is probably the reason why this game is criminally underrated, it's very niche.
Si te gusta abrir puertas este es tu juego con una buena banda sonora y una gran dificultad facil de aprender pero dificil de dominar
ufffff juegazo lo recomiendo 100%, es un juego muy difícil de pasar cada nivel es más complicado lo cual lo hace un desafío y visualmente es muy bueno
El juego es hermoso a nivel artístico, gráficamente, musicalmente. Su historia es muy llamativa e incentiva a investigar más sobre Harm, su pasado, motivaciones y estado mental, la existencia de la carpeta nos deja saber mucho más sobre el. A nivel de gameplay varía mucho la curva de dificultad, al inicio es muy facil y a partir del sexto templo las cosas se empiezan a poner duras, hasta llegar a niveles infernales en Daimonion. Es un juego corto pero con su escencia, detras de tantos años de desarrollo se puede sentir al amor puesto sobre el proyecto, espero ver más proyectos asi de mi lindo Ecuador, felicidades y saludos desde Duran, Guayas.
To Leave, developed and published by Freaky Creations, is an emotionally charged puzzle-platformer that sets itself apart through its willingness to confront difficult themes while embedding them directly into its gameplay systems. Rather than offering a conventional adventure, it presents a symbolic journey through the mind of its protagonist, Harm, a character struggling with deeply personal and psychological burdens. From the very beginning, the game establishes a tone that is both introspective and unsettling, signaling that its focus lies more in emotional expression than traditional entertainment. The narrative unfolds in a fragmented and often abstract manner, following Harm as he navigates a series of surreal environments in pursuit of an unclear but deeply personal goal. The story avoids straightforward exposition, instead relying on symbolism, environmental storytelling, and scattered written reflections to convey meaning. This approach creates a sense of ambiguity that invites interpretation, encouraging players to piece together the significance of Harm’s journey rather than presenting it in a clearly defined structure. Themes of isolation, despair, and inner conflict are woven throughout, giving the experience a weight that lingers beyond the gameplay itself. Mechanically, the game centers on a unique movement system in which Harm travels using a floating door, a concept that immediately distinguishes it from other platformers. Movement is governed by physics-based controls that require careful timing and momentum management. Players must tap inputs rhythmically to maintain altitude while navigating obstacles, creating a constant sense of instability. This design is intentional, reflecting the character’s fragile emotional state and reinforcing the connection between gameplay and narrative. However, this same system can feel restrictive, particularly in more demanding sections where precision becomes essential. Difficulty plays a significant role in shaping the overall experience. Early stages introduce the mechanics gradually, allowing players to become familiar with the controls, but later sections increase the challenge dramatically. Obstacles become more complex, and the margin for error narrows considerably. This can lead to repeated failures, requiring patience and persistence to progress. For some players, this challenge enhances the sense of accomplishment, while for others, it may create frustration that disrupts the emotional pacing of the story. One of the game’s most compelling aspects is how closely its mechanics align with its themes. The challenges presented are not arbitrary; they often symbolize the internal struggles that Harm is facing. Certain hazards and environmental elements can be interpreted as manifestations of anxiety, pressure, or emotional weight, turning each obstacle into more than just a gameplay barrier. This integration of narrative and mechanics gives the game a strong sense of cohesion, making the player’s actions feel directly connected to the story being told. Visually, To Leave stands out through its vibrant and surreal art style. The environments are colorful and imaginative, creating a striking contrast with the darker themes at the heart of the narrative. This juxtaposition enhances the overall atmosphere, making the world feel both beautiful and disorienting. The soundtrack complements this visual design with a mix of ambient and emotionally driven compositions that reinforce the tone of each moment, adding depth to the experience without overwhelming it. Despite its artistic strengths, the game is not without its shortcomings. The combination of high difficulty and occasionally unrefined controls can make certain sections feel more punishing than intended. This can lead to moments where frustration overshadows the emotional impact of the narrative. Additionally, the abstract nature of the story may not resonate with all players, particularly those who prefer clearer storytelling or more direct character development. Ultimately, To Leave is a bold and deeply personal project that prioritizes expression over accessibility. It offers an experience that is as much about interpretation and reflection as it is about gameplay. While its mechanics and difficulty may limit its appeal, its commitment to exploring complex emotional themes through interactive design makes it a distinctive and memorable title. Rating: 7/10
To Leave es el resultado de años de espera. Un juego que desde sus inicios ya me cautivaba la historia de Harm y como intentaba salir adelante a pesar de todas las circunstancias. El modo de juego es cautivador, te atrapa y motiva a seguir avanzando a pesar de ser sumamente difícil. Importante es la cantidad de simbolismos que hay durante todo el juego, todo comunica y todo tarde o temprano te ayudará. Y si.... es SUMAMENTE ADICTIVO.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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Related
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| $9.2K | 58 | 72% | $9.99 | |
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