
A survival journey through a harsh world without rules or judgement. Only your choices matters in the face of moral dilemmas. Manage your party, food & equipment in this non-linear narrative survival sim with 34 possible endings.
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/day in the week to Aug 28 → 0/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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Barely competent but it was bit enjoyable. Can't recommend though. The backgrounds were really cool but the interaction quite annoying. I did like the exploration management. Just about completed it, seen all it has to offer, which isn’t much.
Ich mag die Atmosphäre und den Zeichenstil des Spiels sehr. Man sollte nicht rennen, die Bewegungen sind eher gemächlich, dennoch macht die Erkundung Spaß. Einen Durchlauf kann man in weniger als zwei Stunden absolvieren, es gibt jedoch mehrere Wegpunkte, an denen die Geschichte in eine andere Richtung verlaufen kann. Wiederspielwert ist somit vorhanden, wie oft man dies ausprobiert, ist jedem selbst überlassen. Ab dem zweiten Durchlauf kann man jedoch wenigstens einen späteren Startpunkt wählen.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese
| $11.99 |
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| $3.99−80% | — | — | — | 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 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
the gameplay loop is just not compelling enough to keep me, the low effort visuals and predictable narraive just cries of biased unpolish and lack of creative writing
说句实在话这个游戏其实体验不算特别差。但是玩下来感觉离好评差得也远。 首先说探索方面。地图的边界对玩家的提示感约等于没有。好多时候走过去卡住了才发现哦这边是地图边缘了。地图上布设的资源属实是有点太多了。完全没有简介中“管理资源”这种必要,一直处在一种资源冒了丢点,不然就要一直超重的状态下。 然后是战斗。偶遇各种事件和所谓的管理队员身心健康没有一毛钱关系,哪怕你饿的要死能打过依然爆杀;就算你膘肥体壮心态良好身体康健,遇见打不过的依然是直接被秒,完全没有所谓的用状态换胜利的说法,那我背这么多又是劈柴又是食物又是药品的图的什么?补满精力血量心态就是让你在我状态全满的时候一刀给我带走? 最后是剧情。这个游戏的剧情可以用平淡如水来形容。完全没有任何味道。这个剧情就感觉没有打磨过,全是大纲,没有一点细节。“一个尚武的民族”意思就是你说话小心点。别的没了。这些个路人除了有的时候话不投机给你一刀之外完全没有那种“有血有肉”的感觉。塑造上没比一个精神不稳定的路人强多少。与其遇见若干部落每个部落都只有几句对话,不如在一个地方久留把这些路人的生活描写得全面一些。做成在一个部落暂居,然后一边描写这个部落一边寻找走向下一个CheckPoint的线索,最终找到线索之后告别部落前往下一个部落,要比每个部落都囫囵吞枣简单描写几句强得多
Je suis partagé. J'ai été attiré par le jeu pour son côté narratif et l'esthétique très proche de "La Horde du Contrevent" dans cette idée qu'un groupe de personnes vont affronter les éléments pour atteindre leur but. L'histoire se déroule doucement sous nos yeux, nos révélant jour après jour plus d'infos sur ce monde post-apocalyptique. Le soucis c'est qu'il on ne contrôle pas grand chose. On fait des choix sans vraiment savoir ce que ça va apporter, avec des résultats vraiment aléatoires. On a plus l'impression de subir les événements qui nous arrivent et on choisit un peu au hasard le dénouement en croisant les doigts pour que ça ne soit pas si pire. Surtout qu'on ne peut pas améliorer nos personnages avec de l'équipement ou de l'expérience. Le plus gros problème pour moi, ce sont les moments de marche qui sont parfois vraiment TROP longs : on doit franchir d'immense espaces sans... rien... et pas même une seule ressource (donc gros stress quand tous leurs paramètres descendent). Nos personnages n'en profitent même pas pour parler. Et puis la phase de camp apporte systématiquement son lot d'événements négatifs alors qu'on est sensé reprendre des forces. Bref, le jeu est intriguant, c'est clair, mais après un peu moins de 2h de jeu pour le finir et découvrir une des fins, je suis pas du tout sûr d'avoir envie de recommencer pour explorer d'autres chemins. [b]Conclusion[/b] : Un jeu avec un très bon potentiel mais qui n'a pas été assez exploité ! A tester si vous le trouvez à moins de 5€, ça sera comme loué un film d'art et d'essai ! ✅ L'ambiance, l'esthétique, l'envie d'arriver jusqu'au bout ❌ Le manque de contrôle sur les événements, le gameplay pauvre et répétitif qui fait qu'on n'a pas envie de recommencer.
10G的游戏,内容只有1G撑死,视角不能切,废墟都市进了居民区还掉饥饿掉力量的酸性气体还在,如果捡不需要的东西还会被坑死。就套个剧情丰富标签的皮的极度空洞的游戏,实在是半成品都不如,飞快全成就之后直接卸载+差评
Ashwalkers is a narrative-driven survival adventure developed by Nameless XIII and published by Dear Villagers and 24 Entertainment, set in a bleak post-apocalyptic world where volcanic ash has choked the skies and reshaped civilization into scattered remnants. Rather than focusing on action-heavy mechanics or combat systems, the game centers on decision-making, resource management, and the emotional strain of survival. It presents a grim journey across a hostile wasteland, asking players not only to keep their small group alive but also to shape their moral trajectory through a web of branching narrative paths. The story follows a team of four survivors venturing out from a bunker in search of a rumored sanctuary known as the “Dome of Domes.” Each member of the group—Petra, Sinh, Kali, and Nadir—represents a distinct worldview and personality, contributing to the tension and nuance of group dynamics. As they trek across desolate terrain, their journey becomes as much about internal conflict and emotional endurance as it is about surviving environmental hazards. Dialogue exchanges and event choices reveal subtle differences in how each character interprets the collapsing world, creating a sense of human fragility beneath the ash-covered landscape. Gameplay unfolds as a combination of overland exploration and event-driven storytelling. Players guide the party across stark, monochromatic maps while monitoring essential survival metrics such as hunger, warmth, and energy. These meters are not merely decorative; neglecting them can lead to illness, conflict, or death. Campsites become crucial moments of strategy, where players decide whether to rest, ration supplies, forage, or boost morale. The scarcity of resources reinforces the game’s oppressive atmosphere, as every choice feels weighted by potential consequences. Encounters punctuate the journey, presenting narrative events that demand decisions rooted in diplomacy, aggression, caution, or logic. These choices influence both immediate outcomes and long-term developments, leading to one of the game’s most notable features: multiple branching endings. With dozens of possible conclusions, Ashwalkers encourages replayability by offering alternative perspectives on the same journey. Decisions ripple outward, sometimes subtly, sometimes dramatically, shaping the fate of both individuals and the group as a whole. Visually, Ashwalkers adopts a stark, often desaturated art style that emphasizes the lifelessness of the environment. The ash-blown landscapes are minimalistic yet evocative, reinforcing the sense of isolation and decay. Character portraits and illustrated event scenes provide personality without relying on elaborate animation or cinematic cutscenes. This restrained presentation aligns with the game’s contemplative tone, though some players may find the repetitive terrain and subdued palette lacking visual variety over extended play sessions. The game’s pacing is deliberately slow, mirroring the arduous nature of its narrative journey. Long stretches of traversal can feel meditative or monotonous depending on player preference. This design choice underscores the theme of endurance but may test patience for those accustomed to faster-paced experiences. Similarly, while the branching structure promises varied outcomes, repeated runs can reveal overlapping scenarios that slightly diminish the sense of unpredictability. Where Ashwalkers truly distinguishes itself is in its thematic ambition. It explores not just survival in a physical sense but the psychological and moral cost of enduring in a world stripped of comfort and certainty. Choices rarely feel purely right or wrong; instead, they reflect compromises shaped by desperation. The interplay between personal conviction and collective survival adds emotional weight to even small decisions, reinforcing the narrative focus over mechanical complexity. Ultimately, Ashwalkers stands as a somber and introspective survival experience that prioritizes storytelling and atmosphere over action. Its strength lies in how effectively it conveys the fragility of hope within a hostile world. While its minimalistic mechanics and pacing may not appeal to every player, those who appreciate story-centered games with branching narratives and survival themes will find a thoughtful, if austere, journey through the ashes of a fallen civilization. Rating: 7/10
沒甚麼特別的,淨是拖時間的走路和不難的資訊管理。 如果非得要玩的話,雙擊地面可以跑步(不過我是二周目才發現的,不知是不是一開始就可以跑
If you were wondering what the scouts in Frostpunk were up too.. play this. Got on sale
Проект выглядит действительно интересно, но у автора принципиальная позиция не добавлять в игру русский язык. В таком случая я лучше потрачу эти копейки на что-нибудь другое.
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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