
Embark on an emotional journey of losing the love of one's life. Manipulate time, solve puzzles, reshape surroundings as you push forward into the bittersweet recollections of a past life. This is a story about happiness and hardship, joy and sorrow. A story that all of us will one day experience.
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): 1/day in the week to Sep 9 → 0.86/day in the week after.
About
Genres
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99−80% | 3.2Kreviews | 91% | — | $151.3K |
| $19.99 | 2Kratings | 91% | — | not modelled | |
Engagement
Reviews
Themes across 137 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tek kelime etmeden duygusal ve harika bir hikaye anlatılabilir ve eşsiz bir deneyim yaşatılabilir mi? Oluyormuş. Arise: A Simple Story, hayli yaşlı olarak karakterimizin ölümünün ardından bedeninin yakılması ve ruhunun da başka bir diyarda uyanması ile başlıyor. Toplamda on bölümlük bir hikaye boyunca, karakterimizin çocukluğunda hayatının aşkı ile tanışmasından ölümüne kadar olan süreçteki anılarına ortak oluyoruz. Oynanış olarak iki kişilik tasarlanmış, ama eğer birlikte oynayabileceğiniz bir arkadaşınız yok ise aynı kontrol sistemi üzerinden oynayabilmeniz mümkün oluyor. Bir nevi A Tale of Two Sons gibi olsa da, iki karakter yönetmediğiniz için çok da zorlamayabileceğini düşünüyorum. Kontrolcüye göre anlatacak olursam, sol analog çubuk ile karakterimizi ve sağ analog çubuk ile de zamanın akışını ileriye-geriye sararak kontrol ediyoruz. Bu da oynanış mekaniklerini şekillendiriyor. Örnek vermem gerekirse, bir bölümde bir ayçiçeğinden diğerine atlayarak ulaşmamız gereken bir nokta var. Ayçiçeklerinin dizilimi düz bir şekilde hoplaya zıplaya gidemediğiniz için, bir tanesinin üzerine çıktıktan sonra diğerini üzerine atlamanıza uygun bir şekle getirmeniz gerekiyor. Bunun için de sağ analoğu kullanarak güneşin konumunu ayarlamak durumundasınız. Ayçiçeğinin de güneşin konumuna göre döneceği için, sizin için de üzerine çıkılabilir hale geliyor. Bunun haricinde, oyunda zamanı dondurmak gibi bir özellik de sunuluyor. Zamanın akışını kontrol etmeyle birleştirdiğiniz zaman, çıkmanın mümkün olmadığı yerlere ulaşabilmek mümkün olduğu gibi bazı yerlerden geçişinizi de kolaylaştırabiliyor. Elbette daha alengirli yerlerin olduğunu da söylemem lazım. Ne var ki dikkatli oynadığınız zaman, ne yapacağınızı anlamanız fazla zamanınızı almayacak. Genel olarak Arise: A Simple Story, hikaye anlatımının suyunu çıkartmadan, oynanışı, müzikleri ve görselliği ile gerçekten de etkileyici bir deneyimdi. *** Is it possible to tell an emotional and wonderful story—and create a unique experience—without saying a single word? Apparently, it is. Arise: A Simple Story begins with the cremation of our character’s body after his death at a very advanced age, and the awakening of his spirit in another realm. Over the course of a ten-episode story, we share in the memories of our character’s life—from meeting the love of his life in his childhood to his death. It’s designed for two players, but if you don’t have a friend to play with, you can still play using the same control scheme. While it’s somewhat similar to *A Tale of Two Sons*, I don’t think it’s too challenging since you’re not controlling two characters. In terms of controls, you use the left analog stick to move your character and the right analog stick to rewind or fast-forward time. This shapes the gameplay mechanics. For example, in one level, you need to reach a specific point by jumping from one sunflower to another. Since the sunflowers aren’t arranged in a straight line that lets you simply hop from one to the next, after landing on one, you’ll need to reposition it so you can jump onto the next one. To do this, you’ll have to use the right analog stick to adjust the sun’s position. Because the sunflower will rotate based on the sun’s position, it becomes possible for you to land on it. In addition, the game features the ability to freeze time. When combined with controlling the flow of time, this not only allows you to reach places you couldn’t otherwise access but also makes it easier to navigate certain areas. Of course, I should mention that there are some trickier sections as well. However, if you play carefully, it won’t take you long to figure out what to do. Overall, Arise: A Simple Story was a truly impressive experience—thanks to its gameplay, music, and visuals—without overdoing the storytelling. https://www.youtube.com/watch?v=fQlT-mQFmnE
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 30 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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, Japanese, Korean, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
| $3.99−80% |
| 57ratings |
| 80% |
| — |
| 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 137 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
اللعبة عبارة عن رحلة خلال ذكريات الماضي و كل ذكرى تصممت مرحلتها بمظهر يناسب مغزاها ، حل كل مرحلة يحتاج مجهود عقلي بسيط و ملاحظة للبيئة من حولك ، الموسيقى أبدعوا بتلحينها بطريقة تلامس مشاعرك لكل حدث مرت فيه الشخصية ، ايضًا تحولك ما بين الشروق و الغروب يعطيك مشاهد مختلفة و خلابة للمناطق ، تجربة جميلة و مؤثرة لأنها توضح لك مفهوم المودة و الرحمة ما بين الزوجين من خلال مواجهتهم لظروف الحياة المختلفة
[h2]Об игре:[/h2] Паркур с душераздирающей историей. [h2]Отзыв:[/h2] Это трогательная, но печальная история, где не стоит ждать сказочного финала. Я не люблю жанр паркура, но история затянула настолько, что я прошел игру до конца. Даже если бы не было русской локализации, можно спокойно играть, так как текста и озвучки тут вообще нет. Отдельного упоминания заслуживает музыка — она прекрасна и создает атмосферу умиротворения. Проходится довольно легко, ушло всего 4 часа. Графика мультяжная и очень красивая, ошибок не обнаружил. Прожить несчастливую жизнь, чтоб после смерти все это пережить заново — разве это не ад? [h2]Рекомендация:[/h2] Рекомендую, но лучше брать по скидке — для такой короткой игры полная цена может показаться завышенной. Другие мои игровые обзоры доступны в профиле. Буду признателен за оценку отзыва!
[b] Emotional Rating: [/b] 10/10 ; [b] Critical Rating: [/b] 9.0/10 [h3] Some Things Time Cannot Take Away [/h3] I first played [i] Arise: A Simple Story [/i] six years ago, in the middle of a particularly uncertain and difficult period of my life. It was 2020, when the world itself felt unusually heavy, and somehow, [i] Arise [/i] found its way into my life at exactly the right moment. Six years later, I returned to it. I expected this replay to be mostly an exercise in nostalgia. Instead, I was surprised by how deeply it affected me all over again. If anything, it hit me harder this time. Six years ago, I was moved to tears. This time, I was simply crying my eyes out. Perhaps that is one of the most beautiful things a work of art can do. [b] Time does not always make a memory fade. Sometimes, it gives us enough distance to finally understand why it mattered in the first place [/b]. At its core, [i] Arise [/i] is a very simple story: an old man looks back on his life as he approaches the end of it. The game turns that entire lifetime into ten chapters, each representing a different stage of life and a different emotional state. Childhood innocence. Separation. Falling in love. The quiet happiness of building a life together. Loss. Grief. The warmth of years spent simply walking alongside someone. And, eventually, old age, farewell, and the peaceful acceptance of a life that has already been lived. There is no elaborate lore here. No grand mythology. No complicated plot. Instead, [i] Arise [/i] takes something as ordinary and immeasurable as [b] a human life [/b] and turns it into a journey that you can actually walk through. And that is where its greatest strength lies. What makes [i] Arise [/i] so remarkable is the way its music, visual design, environments, and level design all work together as a single piece of art. Every chapter corresponds not only to a particular period of life, but also to a particular emotion. Seasons, weather, lighting, landscapes, and even the passage of time itself become part of the storytelling. The game doesn't simply tell you, “[i] This is childhood, [/i]” or “[i] This represents loss. [/i]” It lets you [b] experience [/b] those things through movement. You climb. You slide. You fall. You move through changing landscapes while the world around you transforms with the memories being revisited. The time-manipulation mechanic is particularly clever in this regard. Time isn't merely a theme in [i] Arise [/i]; it becomes something you physically interact with. The game turns memory from an abstract idea into an actual gameplay mechanic. And then there is the music. Some of the game's strongest emotional moments come from the way its soundtrack and environments meet at exactly the right moment. Combined with its beautiful, storybook-like art direction, [i] Arise [/i] often feels less like it is telling you a story and more like it is asking you to [b] experience a memory [/b]. That is also why I find one aspect of the game particularly unfortunate: its [b] Memories [/b] collectibles. There are 59 of them, presented as beautiful storybook illustrations that gradually piece together the couple's entire life—from childhood and their first meeting, through falling in love, growing old together, and eventually saying goodbye. These aren't ordinary collectibles. They are, in many ways, fragments of the very life the game is trying to tell you about. And yet, some of them are surprisingly well hidden. That means it is entirely possible to finish a chapter without finding all of its Memories, and I actually failed to collect every single one in a single playthrough both six years ago and this time around. For a game so deeply concerned with memory, that feels like a missed opportunity. [b] The Memories are not just bonus content. They complete the story [/b]. And because some players may never see them on their first playthrough, they may end up missing pieces of the very experience [i] Arise [/i] is trying to preserve. The other issue is much smaller: the camera can occasionally make platforming and spatial judgment unnecessarily awkward. There are moments when it is difficult to judge distances or the position of a landing because of the camera angle, leading to an occasional and rather frustrating death. It is something you can get used to, but better camera handling would certainly have made the experience smoother. Beyond those two issues, however, I have very little to complain about. But even then, none of this really explains why [i] Arise [/i] remains a [b] 10/10 game for me emotionally [/b]. Because what moves me most about [i] Arise [/i] isn't any individual level, musical piece, or even the love story itself. It is what the game ultimately says about [b] having lived [/b]. We meet people. We fall in love. We lose people. We grow older. We experience things that seem ordinary while they are happening, only to realize years later that those moments were precious precisely because they could never happen again. And [i] Arise [/i] never tries to give any of this some grand, universal meaning. It simply says: [b] It happened [/b]. You were there. You loved someone. You were loved. You shared a life. And for a moment, that was enough. Six years ago, I walked through this journey for the first time. Six years later, I walked through it again. The old man in the game is looking back on his life. And, without quite realizing it, I was looking back on my own life as well—at least the six years that separated those two playthroughs. A lot has changed since then. But somehow, the things that moved me back then were still there. If anything, they reached me even more deeply. So perhaps this replay wasn't really about revisiting [i] Arise [/i]. Perhaps it was about [b] coming full circle [/b]. A quiet confirmation that, despite everything that has changed, there are still things capable of moving me in exactly the same way. Maybe even more than before. And honestly? I'm glad. I'm glad that some feelings survive the passage of time. I'm glad that something I loved six years ago can still make me cry today. And I'm glad that, after all these years, I can still recognize that same light. Thank you, [i] Arise [/i]. [b] Six years ago, thank you for being there when I needed you [/b]. [b] Six years later, thank you for reminding me that some lights never really go out [/b].
[h1]I absolutely loved every single moment of this game! Every scene, every detail, every pixel. The story is genuinely beautiful, and the entire experience is incredibly creative, unique, and captivating. An absolutely stunning and unforgettable experience. I loved every second of it. ♥♥♥♥♥[/h1]
ㅤ⠀⠀⠀⠀ ⠀⢀⣤⣄ ⠀⠀⠀⠀⠀⠀⢰⣿⣿⣿⣿⡆ ⣠⣶⣿⣶⡀ ⠀⠀⠀⠀⠀⠀⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⠀⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⠏ ⠀⠀⠀⠀⠀⠀⠀⠈⣿⣿⣿⣿⣿⣿⣿⠋ ⠀⠀⠀⠀⣾⣿⣿⣧⠀⠻⣿⣿⠿⠉ ⣰⣿⣿⣿⣿⣿⣿⣿ ⠸⣿⣿⣿⣿⣿⣿⠏ ⠀⠈⠛⠿⣿⣿⡟ [h1] 8/10 [/h1]
The title of the game is very fitting, it is indeed a simple story and an emotional one on top of that. It is nothing ground breaking that will blow up your mind, just a man reliving his past, the highs and the lows. The story is accompanied by lovely visuals and nice music. The game is short, it took us around 4/5 hours to beat main story, then additional 2/3 to get all the achievements. It is not a game that should be played fast, just relax and get immersed in the story. The main gimmick of the game is time manipulation, you can stop, forward and reverse time, and I think it is utilized good. The controls are fine, main issue I have is camera, sometimes the perspective can be confusing and you will miss the jump. Air controls during jump also are not the greatest, if you jump in given direction it's really hard to stop and often you can overshoot. It's not a big issue, you can easily adjust your gameplay, but one thing that some people might find annoying. Co-op is a bit of letdown for me, it just splits time control and character control for player 1 and player 2. If one player likes more engaging gameplay it might lead to boredom. But if both of you just want to chill for few hours then it will be fine. I haven't run into bugs some people mentioned, grapple worked fine for me and webs although a bit confusing at start were also working just fine. One tip, if you struggle on webs or other bouncy platforms, the second jump will make you go much higher than the first one. There's not indication of that innerworkings so no wonder it can be frustrating and assumed a bug. Visuals are beautiful, you can feel the passion of the team behind them. Achievement hunting in this game is also nice, the only level I can complain about is level 4, it's hard to tell wether you've fulfilled the requirement for the achievement or not, there's not much of a visual or sound indication. Being touched by fire? You can see fire, die of cold, well... you die. But here, you either need to guess or keep your eyes focused on things that might lead to failure of requirement. Overall, game is good, if you like simple story games with simple gameplay, go for it! Though I wouldn't pay the full price for it though, it's too short for that price. On discount? For sure!
The no-words storytelling and the visual style are just breathtaking. The movement on two axis (space and time) plays great. A piece of art.
一个人玩到第三关才发现是双人游戏 气死我了。 有人说视角调不了是败笔 其实我觉得不是的 这是一个讲死亡的故事 主线也是主角死了之后找寻这些记忆,正是因为重新走过他的一生 所以我们是不能再回头了。(可是找寻记忆本身就是在回头啊)不是的 是人死之后最后一遍回马灯 所以更告诉我们珍惜当下 和每一刻正在发生的美好 我想这也是为什么每一关玩完之后都只能进入下一关而不能重游上一关。 真正的败笔是路线引导吧 有很多次都不知道要怎么过 不过我觉得也能解释 人生就是有很多条路 你选择了其中一条 就很难再去走另外一条了 挫折也只能自己去摸索
[i]Arise[/i] weaves a bittersweet story through its vibrant environments and heartfelt soundtrack. A touching tale of love, loss, and everything in between.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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