
Ready for a wild trip of psychedelic sights and sounds? 0°N 0°W is a chill, first-person walking sim for everyone, where each run is a fresh adventure!
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): 0.29/day in the week to Aug 25 → 0.43/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.
About

You find yourself stranded in a deserted town. Step through its lone neon doorway and tumble into a shifting web of dream backrooms: no combat, no quests, just pure free form exploration!
100+ Surreal Worlds to Explore: neon cities, liquid forests, glitchy voids, and more.
Paths That Rearrange: doors reshuffle every run, so no two journeys are alike.
Totally Chill: zero pressure, timers, or enemies; wander at your own pace and headspace.
Open from the Start: go anywhere, in any order; curiosity is your only map.
Evolving Spaces: some worlds morph over time or when revisiting.
Ambient Soundscapes: immersive audio crafted to match each realm.
Solo Dev passion Project: made with love, there's some minor bugs and missing conventional features. It's just an endless backrooms to explore.
Genres
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
not enough substance or objects for it to be a next gen LSD dream emulator spiritual successor. just a drug toy that kills an hour
Yep
It may not have been for me, but I appreciate a game developer putting in effort into a project. It has some pretty stuff to look at. It's just not exactly what I wanted personally. That being said I still wish you luck on future endeavors.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek* +15 more
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I recommend, It has the Bloopa doop boys. Only the real ones get what I mean.
I very much want to like this game. It looks cool however the controller does not work. I mean, it accepts controller input, but the developers seem hostile to their players who use controllers. You cannot look up and down with a controller, only with mouse, and when you turn left and right it only does so in hard 45 degree angles, you cannot just move the joystick and look around like any other first person game. It's insulting and it feels like a rip off; it seems deliberate. If you implemented gamepad support and chose to not even test it that is rude and unprofessional. If this game is supposed to be "chill out and vibe" then let me do that, don't force me to fight your launcher and configuration.
10 из 10 курений оп
0°N 0°W is an experimental first-person exploration game that turns the simple act of wandering into its primary attraction. Developed and published by Colorfiction, it avoids familiar structures such as combat encounters, quest markers, dialogue-heavy storytelling, and conventional objectives. Instead, players are encouraged to enter strange places, follow their curiosity, and accept that they may never completely understand how its collection of surreal environments fits together. The result is closer to exploring a constantly shifting interactive art installation than progressing through a traditional adventure. The journey begins from a relatively recognizable location before quickly abandoning ordinary reality. Passing through mysterious doorways transports the player between numerous environments, many of which seem completely disconnected from one another. These locations include abstract landscapes, distorted architecture, atmospheric wilderness, colorful urban spaces, enormous structures, and dreamlike scenes that deliberately ignore realistic geography. With more than 100 environments forming the foundation of the experience, discovering what waits beyond the next transition becomes the game's main source of anticipation. One of its most interesting qualities is the unpredictable arrangement of these spaces. Exploration does not simply involve following a fixed sequence from beginning to end. Routes can change, familiar locations may be approached differently, and revisiting the experience can produce journeys that do not perfectly match previous sessions. This uncertainty reinforces the impression of moving through a dream where locations connect according to emotional or visual logic rather than physical distance. Players who enjoy getting deliberately lost will probably appreciate this design considerably more than those who prefer clearly mapped environments. There is no combat demanding quick reactions and little pressure to accomplish anything within a particular amount of time. Players are largely free to walk around, examine unusual scenery, search for passages, and decide when they are ready to continue. Movement occasionally takes on light platforming or traversal qualities, but mechanical challenge is not the central attraction. Curiosity effectively replaces conventional progression. Seeing an unusual doorway or distant structure creates the motivation to continue because there is always the possibility that the next transition will reveal something dramatically different. The visual presentation is arguably the strongest part of the experience. Bright colors, unusual lighting, exaggerated scale, abstract geometry, darkness, and surreal environmental compositions give many locations a distinctive personality. Certain areas can feel peaceful and strangely beautiful, while others become lonely, ominous, or disorienting. There is little interest in maintaining visual realism. Instead, the environments frequently resemble digital paintings or fragments of dreams that have somehow become explorable three-dimensional spaces. This artistic freedom produces some memorable imagery, although the intense colors and psychedelic effects may become overwhelming for players sensitive to aggressive visual stimulation. Audio plays an equally important supporting role. Ambient sounds and atmospheric music complement the environments without forcing a particular interpretation onto them. Quiet passages can create a meditative atmosphere, while stranger areas use sound to strengthen feelings of isolation or uncertainty. Headphones suit the experience particularly well because the soundscape helps make each environment feel more immersive. Without traditional characters or extensive dialogue carrying the presentation, the combination of visuals and audio is responsible for much of the game's emotional impact. Its greatest strength can simultaneously become its biggest weakness. Players are given tremendous freedom, but there is comparatively little conventional guidance or measurable progression. Anyone expecting elaborate puzzles, character development, enemies, equipment, skill trees, or a tightly constructed story may find the experience lacking purpose. The central routine remains exploring environments and moving between them, meaning longer sessions can eventually feel repetitive despite the considerable visual variety. Minor technical roughness can also appear, reflecting the project's small-scale and experimental nature. For the right audience, however, the absence of traditional structure is precisely why the game works. There is no need to optimize a character build, chase collectibles simply to increase completion percentages, or repeatedly fight enemies. The player can concentrate entirely on observation and discovery. Short sessions can be particularly satisfying because entering several new environments provides an immediate dose of surreal imagery without requiring a major commitment. Returning later can create another journey through a different sequence of locations. Steam Deck compatibility is less straightforward than with games carrying an official Valve compatibility classification. The game should therefore not be treated as officially Steam Deck Verified unless Steam currently displays such a designation. Its relatively straightforward first-person controls and modest gameplay complexity make handheld play plausible through SteamOS and Proton, but individual results may vary. Players may need community controller configurations, manual input adjustments, or other compatibility tweaks. In practical terms, it is better regarded as potentially playable on Steam Deck rather than guaranteed to provide a fully verified, trouble-free handheld experience. As both developer and publisher, Colorfiction created something intentionally niche rather than universally approachable. 0°N 0°W does not attempt to satisfy players looking for deep mechanics or a carefully explained narrative. Its appeal comes from surrendering conventional expectations and allowing curiosity to determine where the experience goes next. The constantly changing environments, psychedelic imagery, atmospheric sound design, and absence of pressure combine into a distinctive journey that can be relaxing one moment and deeply strange the next. Ultimately, this is an experience for players who value atmosphere, experimentation, visual creativity, and unrestricted exploration more than traditional goals. Its minimal gameplay structure inevitably limits its appeal, yet the sheer strangeness and variety of its environments give it an identity that many conventional walking simulators lack. Entering another doorway simply because you want to discover what exists beyond it captures the entire philosophy of the game, and players comfortable with that simplicity may find themselves wandering much longer than expected. Rating: 8/10
太好了,不用死就能看到走马灯
My dad kinda just stood behind me and watched as I played this.
Композиции шикарны. А интро очень напомнило фильмы Рона Фрике, своим психоделическим монтажом и аудио сопровождением. Смысла, в отличие от картин Фрике, здесь нет - лишь очень нишевая эстетика.
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 |
|---|---|---|---|---|
| $371 | 12 | 92% | $1.99 | |
| $9K | 283 | 47% | $0.99 | |
| $5.1K | 26 | 100% | $5.99 | |
| — | 0 | — | — | |
| $0 | 200 | 94% | Free | |
| $0 | 329 | 95% | Free |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $25.7K | 122 | 97% | $11.99 | |
| $25.7K | 421 | 83% | $3.99 | |
| $25.7K | 69 | 72% | $14.99 | |
| $25.8K | 68 | 47% | $9.99 | |
| $25.8K | 181 | 65% | $5.99 | |
| $25.8K | 74 | 85% | $11.99 |