
In this story-based adventure, play as a tiny sugar glider in your very own nature documentary. Glide among the trees, fight dangerous predators, and explore beautiful environments as you embark on a high-flying journey to save your family.
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): 0.14/day in the week to Sep 8 → 0.29/day in the week after.
About
Follow the story of a young sugar glider on a journey to save his family. Your adventures will take you across vast environments as you discover a vibrant world brimming with life. But beware of the dangers that lie ahead...
Glide among the trees, fight dangerous predators, and explore beautiful environments through the eyes of a sugar glider — all while a narrator describes your every move.
Advance through the world and complete the main story, or explore off the beaten path and embark on side quests to uncover AWAY's hidden mysteries.
Hunt small prey, fight larger enemies, and use stealth and agility to sneak past apex predators unnoticed.
See the world from a whole new perspective while playing as beetles, lizards, crabs, and more. These rare playable animals are hidden throughout AWAY's environments — can you find them all?
Switch to Camera mode at any point in the game and capture breathtaking landscapes pictures or surprising wildlife images.
Get the game now and explore a vast world, play as multiple animals and save your sugar glider family!
Breaking Walls is a small independent game studio founded by industry veterans in Montréal. With decades of experience working on major AAA titles, our small team has spent five years developing AWAY: The Survival Series.
Genres
Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 382reviews | 55% | — | $159.4K |
| $29.99 | 358ratings | 67% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It had so much potential
Насколько же хороша была задумка создать интерактивное документальное кино, да ещё и с таким милым зверьком в главной роли! Божественная музыка, красивые пейзажи, трогательная история. Казалось, что простить такой игре можно многое, даже огрехи явно неопытных разработчиков. Но невозможно хвалить игру, в которую физически невозможно играть. И вот почему. Невыносимо отвратительное управление! Словами нельзя передать всё то раздражение, которое испытываешь при прохождении. Ни клавиатура, ни геймпад здесь не помогут. Камера постоянно вертит кульбиты и не может зафиксироваться. Это бросает бедного поссума под вашим управлением из стороны в сторону. Атаки не проходят, полет прерывается, прыжки совершаются вслепую и на удачу. Перемещение по деревьям – просто кошмар. Следом отмечу плохо проработанные анимации. Звери двигаются какими-то рывками, а у части из них вообще не прописана анимация передвижения! К примеру, бабочки просто … ездят по земле, как и множество других насекомых. Сами модели животных отдают «квадратностью» и низкой полигональностью. А теперь о том, что разозлило больше всего - странное отношение игры к прохождению. Хотя уровни довольно коридорные, но благодаря тому, что главный герой – сахарный поссум и может планировать, казалось бы, можно выбрать стиль прохождения – поверху, понизу, с открытыми конфронтациями или без. Но в определенный момент игра попросту сломалась, выдав ошибку, прекратив работу и стерев весь прогресс с последней точки сохранения, когда мне вздумалось не скакать по деревьям, а полететь к указанной точке продвижения. Ошибка повторялась снова и снова, пока не было решено пройти другим путем. И о чудо! Все заработало, повествование продолжилось, кат-сцены запустились. Оказалось, что был пропущен целый пласт из стелса мимо крокодилов и рыси. Указывала ли как-то игра, что надо идти конкретно этим путем? Нет. Были ли невидимые стены, не позволяющие пройти вне намеченного пути? Тоже нет. Была ли возможность достигнуть чек-поинта без прохождения зоны с хищниками? О да! Но как только к нему подступаешься – игра вылетает и нивелирует весь прогресс. В силу того, что в игре только примитивный компас (а-ля стрелочка «тебе туда»), понять, что ты что-то делаешь не так, просто невозможно. Но по мнению разработчиков проходить игру нужно сугубо «правильным» задуманным путем и никак иначе. Для адвенчуры с элементами исследования — это нонсенс. Также присутствуют абсолютно не нужные рпг-вкрапления. Видимо, они требовались только для того, чтобы побольше жанров впихнуть в описание. Прокачка навыков либо незаметна, либо происходит автоматически по сюжету, отчего заметить какие-либо изменения сложно. В результате, отметить можно только музыкальное сопровождение. Оно прекрасно, словно саундтрек для очень дорогого документального фильма. С ним эмоциональные моменты становятся ещё слезливее, красота природы ощущается ещё ярче, а отчаянье – ещё горше (особенно с таким-то управлением). Но даже всех композиторов мира не хватило бы для спасения этой игры от провала.
Media

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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): 0.14/day in the week to Jul 30 → 0/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, Portuguese - Brazil, Russian*languages with full audio support
| $19.99 |
| — |
| 47%* |
| — |
| 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 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So far I have only played through the story mode, it says it's at around 93% complete but the game told me I could explore the world so I'm fairly sure it's basically done. First the good stuff -Being a sugar glider, and a young one, really made me want to play this game -The emphasis on family made me care more, I finished the game in one sitting -I very much enjoy old broken down human structures reclaimed by nature, there are quite a few -I much appreciate the easy mode so I can just enjoy the story -A lot of other reviews talk about bugs, I didn't encounter any game breaking ones. No important enemies being stuck so I can't continue the story, never fell out of bounds, no graphical glitches -I liked the nature documentary narration -There is a mechanic where you can press a button when the game wants you to jump to a specific spot, this is very nice as the jump can be a bit hard to control when you need to move forward Now the not so good stuff -The movement controls in general are fine, but the gliding mechanic is hard to control, this can be especially frustrating when the game requires you to go from tree to tree and not touch the ground, or where it wants you to glide for a very long time -On top of that, I had multiple times where certain glide jumps were seemingly impossible to make, I think this has to do with me not waiting while I'm at the highest point in the jump, but it takes a bit to get there, and my gaming instincts are telling me to start gliding way before that moment (the probable reason is something I only really found out at the end of the story) -It's not always clear where you have to go to. The game does have a wayfinder, but at some point in the game it just pointed to the sky for me. Thankfully there are glowing mushrooms to show you the way too, but I still missed an important story moment and ended up far further on the map than I should have been, then got stuck at some point. I eventually looked up a video walkthrough to see where I needed to go -I did find smaller bugs, insects floating in the air, sometimes when you attack something it just flies off, sometimes when you die in a certain way it can take a while before you're loaded back -Whenever I fell in the water, it was pretty hard to get out, the game would sometimes just push me underwater for seemingly no reason, making it difficult to see where I had to go to get out. You do a very small jump in the water, which added to the difficulty of getting back on land -I thought I found a gamebreaking bug when, at the first chase sequence, I got killed before I had an opportunity to sprint away. Eventually it just kind of worked, I don't know why, but I didn't have this problem with the other chase parts -Navigating trees is not easy. It works when the game just exactly does what you want, but when you're on the wrong branch it is annoyingly difficult to get to where you want to be -You don't jump the way you're looking at, which then makes gliding to the correct location even more difficult than it already is Overall I liked the experience, it was a fun little story, short enough that the sometimes annoying controls weren't too bad. I'm not that hard to please when it comes to games, I don't care much for how graphics look or how animations look, as long as there is decent gameplay and a nice gimmick or story. This game had the gimmick. I don't regret getting it, but I don't think I could ever recommend this to someone else. Though if someone is already interested I'd probably suggest they give it a try, while being honest about this game's flaws
cute: yes and that is all the good it has for now. the part of climbing trees and roots is a bloody pain, seeing you die as you fight to go where you want or falling out as you try, often getting you killed. getting out of the water is a real ♥♥♥♥♥. the thing that shows you where to go is bull, at points showing you where you CAN'T go. things like eating and attacking stop working at times you need them. and the checkpoints can be as useful as eating sand, as in, do a hard part, try to follow where the game says you need to go now, fall and die, then do that hard part all again and again and again.... and again. the way the game is with the story now, i can not recommend it. EDIT: just got to the end of the game and i've not changed my mind.
A little short, and the camera can be your worst enemy, but you really do begin to feel attached to your little sugar glider and it's family. The narrator is worth the price of admission on their own.
I don't understand the negative reviews on this one. It's a cute game, my gf and I love it, you get to learn about gliders, the graphics is actually very good while still not taking any toll on my computer. Downside: Locked FPS, I am sure I can reverse-engineer that somehow, since I haven't found GameUserSettings or Engine yet.
It is a really great game. A little short, and they need to fix the camera mechanics but it is worth it. You really get attached to the little sugar glider and its family.
The mechanics are easy to understand and I loved the big gliding parts, and the fact you can explore as other animals is so cool!
AWAY: The Survival Series, developed by Breaking Walls and published by Breaking Walls with Game Seer Ventures, is a game built around a compelling and unusual perspective—one that shifts the player away from power and control and instead places them in the vulnerable position of a small animal struggling to survive in a vast and hostile world. You play as a sugar glider navigating a post-human landscape shaped by environmental collapse, and this change in scale defines nearly every aspect of the experience. What might be trivial terrain in most games becomes dangerous and expansive here, and survival is not about domination but about awareness, caution, and movement. The game frames its journey through a documentary-style presentation, complete with a narrator who contextualizes events as they unfold. This approach gives the experience a distinct identity, blurring the line between gameplay and nature documentary. At its best, it creates the impression that you are participating in a living ecosystem rather than simply moving through a designed level. The narrative itself is simple—reuniting with your family after a catastrophic event—but it functions more as a guiding thread than a central focus, allowing the atmosphere and moment-to-moment experiences to carry the emotional weight. Movement is the core of the gameplay, and gliding through the environment is both the game’s greatest strength and its most inconsistent element. Traversing trees, leaping between branches, and navigating vertical spaces gives a sense of freedom that feels refreshing, especially compared to more grounded survival games. The design encourages thinking in three dimensions, constantly scanning for safe paths and opportunities to move forward. However, this system is not always as precise as it needs to be. Controls can feel imprecise, and gliding lacks the responsiveness required for more demanding sequences, which can lead to frustration when success depends on accuracy. Beyond traversal, the game incorporates elements of stealth, light combat, and resource management. You must hunt for food, avoid predators, and make decisions about when to engage or flee. These systems reinforce the sense of vulnerability, as encounters are rarely about overpowering enemies and more about surviving them. However, these mechanics remain relatively simple and do not evolve significantly over time. Combat, in particular, feels underdeveloped, offering limited options and little variation, which can make encounters feel repetitive. Exploration is supported by a world that is visually appealing and varied enough to maintain interest. Forests, cliffs, and other environments are designed with an emphasis on scale and atmosphere, often making the player feel small within a much larger ecosystem. The game’s presentation works best when it leans into this sense of place, allowing players to move at their own pace and absorb the environment. The accompanying soundtrack, composed with a documentary sensibility, enhances this mood, creating moments that feel calm, reflective, and occasionally tense. At the same time, the experience is held back by technical and structural issues. Performance can be inconsistent, and occasional bugs or camera problems disrupt the flow of gameplay. The camera, in particular, can struggle to keep up with movement, sometimes obscuring important details or making navigation more difficult than intended. These issues are especially noticeable because the game relies so heavily on immersion; when they occur, they pull the player out of what is otherwise a carefully constructed atmosphere. The pacing of the game is another mixed aspect. Its relatively short length helps prevent its systems from becoming overly repetitive, but it also limits the depth of its mechanics and narrative. There is a sense that the game introduces ideas without fully exploring them, leaving certain aspects feeling underdeveloped. The story, while effective in setting the tone, does not build toward a particularly strong payoff, reinforcing the idea that the journey itself is the primary focus. Despite these shortcomings, AWAY: The Survival Series stands out for its ambition and its willingness to approach survival from a different angle. It offers a perspective rarely explored in games, emphasizing fragility, scale, and the beauty of the natural world rather than power or conquest. When everything aligns—movement, music, and environment—it creates moments that feel genuinely unique, capturing a sense of immersion that few games attempt. In the end, it is a game defined by its ideas more than its execution. It succeeds in creating a memorable atmosphere and a distinctive point of view, but it struggles to fully support those strengths with consistent mechanics and polish. For players who value concept and immersion, it offers a worthwhile and often striking experience, though those looking for refined gameplay systems may find its flaws difficult to overlook. Rating: 6/10
i love the game got it today i beat it kinda it made e cry but i still love it :,(
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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.
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