
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
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
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, Spanish - Spain
| $19.99 |
| — |
| — |
| — |
| not modelled |
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
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
Un muy buen juego inspirado en juegos como Yume nikki y los juegos de team ico, lo estoy disfrutando mucho, aunque si me gustaria que en el menu de opciones viniera una opcion para poner un deathzone en la palanca ya que mi control es viejo.
Good Game!
Nice art and animation. There's an interesting story but it's hindered by some difficult controls and physics that I sometimes wrestle with, but once you learn them, it's a fascinating game.
Muy buen juego, bastante difícil en varias partes pero muy entretenido. Además es un videojuego ecuatoriano de calidad internacional. Todos deberían jugarlo, es una gran experiencia.
Promising game ruined by an abrupt difficulty spike. Goes from no difficulty to bs in the span of half a chapter.
Es un juego corto, por lo que está bien su precio y vale la pena. La historia se entiende mejor si se leen todas las entradas de diario, lo que no es muy probable para todos los jugadores, así que es una historia algo oculta hasta cierto punto. Los últimos dos capítulos son bien complicados, sobre todo el último, la sección de Daimonion, que es extremadamente difícil. La verdad que se pasó con eso, porque llegó al punto de ser frustrante. Me quedé horas ahí, la mitad de mi tiempo de juego es sólo en ese maldito nivel jajaja. Qué bueno que el creador (Estéfano Palacios) puso un video en Steam de cómo completarlo. El final fue algo abrupto porque sólo sucedió lo que ya se esperaba desde un inicio, y listo. Me quedé como: "¿Y ya?". Pero bueno. Peor fue el Reaper Ending que literalmente te borra el juego y ya. Sin cinemática ni nada, excepto un escrito que te da contexto. El juego te lo terminas en un fin de semana. Si te ves el video de Estéfano de cómo pasar Dominion (míralo, en serio, ni te molestes en tratar de pasarlo por tu cuenta), lo acabas en un día, sobre todo si no lees las entradas de diario antiguas. Yo me las leí todas. El contexto del juego como tal es obvio que es la mente de Estéfano con alteraciones para adaptarlo al personaje de Harm. Es a través de las entradas de diario que puedes entrar en su mente y entender que Harm es como un alter ego de sí mismo. Me hubiera gustado una curva de dificultad más balanceada y más duración de juego. Porque los nieveles se ponen más difíciles muy rápido y de pronto se termina. Por lo que en el mismo día pasas de una dificultad para niños a una bien hardcore. Igual, buen trabajo al equipo de Freaky Creations, y buen trabajo Estéfano. Descansa en paz.
Il simbolo di quanto il beta testing sia il passaggio più importante dello sviluppo di un gioco simile. Ingiocabile, per quanto mi riguarda.
el juego arranca bien pero luego te mete unos puzzles que son mas de tener mucho tiempo de reaccion y no tanto pensar llegando a un punto injusto asi que si lo que buscas es un juego full de puzzles este no es tu juego ademas la historia no se entiendo a pesar de que quiere que te lo tomes en serio
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $252.8K | 533 | 98% | $19.99 | |
| $181.8K | 1.4K | 89% | $5.99 | |
| $23.6K | 117 | 56% | $8.99 | |
| $1.1K | 20 | 75% | $4.99 | |
| $19.7M | 96.4K | 96% | $14.99 | |
| $5.4M | 13.7K | 95% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.2K | 58 | 72% | $9.99 | |
| $9.2K | 178 | 73% | $3.99 | |
| $9.2K | 83 | 59% | $4.99 | |
| $9.2K | 64 | 95% | $5.99 | |
| $9.2K | 125 | 97% | $3.99 | |
| $9.2K | 78 | 92% | $6.99 |