
Survival roguelike novellas with meaningful choices and multiple endings!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A cheaply made turn based game. It's hard to complete unless you know exactly what to do and it isn't very interesting overall.
💋
I liked the game even though it's realtively short and unpolished. I really would like this to be released as sort of framework for roguelikes.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
気が付いたら全実績解除までやっていたのでどんなゲームか説明。 キーボードだけでも操作できるしマウスだけでも操作可能。 日本語無し。※何が起きているか知りたかったのでPICOTで翻訳しながらプレイ ゲームを起動するとBORSTALとMOUNTAINが選べる。 先にやるならMOUNTAINがおすすめ、 移動しているだけですぐにゲームオーバーになる。 歩くとお腹が減るし、疲労もたまってそれによって死んでる。 右上に出る食器マークやZZZマークやドクロはそういう事を知らせている。 ステータスが数字で出るわけではないので、そのマークを頼りに あと一歩行けるかな?って試しては死ぬゲーム。 目的は頂上に行ってからスタート地点に戻ること 頂上と言っても画面上の上方向に行くというわけではなく 小さい三角の赤い旗がさしてある場所が頂上。 毎回マップがランダム生成なので運が良ければ頂上が凄く近いことも有る。 お腹がすいたら食糧を選択して食べ、疲れたら休む。 山っぽいグラフィックの所はロープを使わないと大体滑落して死ぬ。 山っぽいグラフィックのとこロープで登ったけど 降りるとこで死ぬ場合はもう1本必要なのでロープを2本持っていくのが良い。 頂上に近づくほど環境が険しいってことで疲労しやすい。 BORSTALは食事とか疲労とかはMOUNTAINと同じだけど 雪山じゃないので死ににくいって感じ。 こちらの目的はゴールの建物に辿り着くことで、往復はしない。 MOUNTAINと違って歩いたところしか見えず、ゴールの建物がどこにあるかはわからない。 ゴールの建物につくまでに日数がかかりすぎているとバッドエンド(Winsには加算される) なるべく早くたどりついてクリアできればグッドエンド。 ※初期装備で早くたどりついた場合は必ずバッドエンドなので普通の家とかで役に立ちそうなアイテム探そう 仕組みがわかるといくらでも長く生き残れる。※140日までは試して永遠に続きそうだったのでやめた 逆に早くクリアできるかは完全に配置運。 すべてがシンプルでコンテンツも少ない。 グッドエンドもバッドエンドもテキストだけで 演出みたいなものは無し。 なんか癖になってプレイしてしまったので一応評価はおすすめにしときますけど 期待して購入したら中身の薄さにがっかりするかもという感じです。
[h1]Borstal est un excellent jeu de survie[/h1] Il y a deux histoires. La première, Mountain, vous fait jouer un alpiniste coincé en haut d’une montagne, seul, désespéré. Il faut survivre le plus longtemps possible. La seconde, Borstal, vous fait jouer un jeune garçon qui part à la recherche de son père qui n’est pas rentré de son travail. Le père travaille sur une île comme gardien dans un centre de rééducation pour jeunes délinquants. Les histoires sont générées à chaque fois que vous en commencez une. Les objets, les évènements aléatoires, les bâtiments, tout est à une place différente rendant chaque partie unique. Franchement, c’est un jeu excellent à un prix défiant toute concurrence ! http://steamcommunity.com/sharedfiles/filedetails/?id=685338904 [url=www.graal.fr/2016/04/26/test-borstal-la-version-pour-steam/]Pour découvrir l’ensemble des mes impressions sur Borstal.[/url]
нет
It is pretty fun, not terrible. I'm curious to see where it goes. Worth picking up on sale for something different also it's nice to support indie devs.
Borstal is an unusual blend of genres that feels like a forgotten interactive paperback brought to life. Developed and published by The Secret Pie, the game combines survival mechanics, procedural generation, and narrative-driven decision-making into a compact package that is more interested in tension and atmosphere than flashy presentation. Released during a period when survival games were largely focused on crafting and open worlds, Borstal instead takes a minimalist approach, asking players to survive through careful choices and adaptability. It presents itself as a collection of short survival stories, each designed to be replayed multiple times, and while its ambitions occasionally exceed its scope, there is a distinct identity here that separates it from more conventional indie releases. The game features two separate adventures, each centered around an isolated struggle against nature. The first follows a young boy in 1926 who becomes stranded on a mysterious island while searching for his missing father. The second shifts to the role of a climber attempting to survive the ascent of a towering mountain. Both scenarios emphasize vulnerability and uncertainty, making every action feel significant. Supplies are limited, hazards are unpredictable, and survival often depends on weighing immediate needs against long-term consequences. The stories themselves are intentionally understated, revealing details gradually through exploration and player actions rather than lengthy dialogue sequences. What makes Borstal particularly interesting is its use of procedural elements. No two journeys play out exactly the same way, as item placements, encounters, and environmental circumstances can change between sessions. This design choice adds longevity to a game that can otherwise be completed relatively quickly. Players are encouraged to experiment with different decisions, uncover alternate endings, and learn from previous failures. The roguelike influence is evident throughout, especially in the way the game embraces repetition as part of the experience. Losing progress is not treated as punishment but as another chapter in understanding how to survive the world that Borstal presents. Gameplay is deliberately simple, relying on exploration, inventory management, and strategic planning rather than complex systems. This accessibility works in the game's favor, making it easy to pick up and enjoy in shorter sessions. At the same time, the streamlined mechanics can feel limiting. There are moments when players may wish for deeper interactions or additional content to flesh out the game's ideas. The interface is functional but occasionally rough around the edges, and the minimalist visuals, while effective in establishing mood, will not appeal to everyone. Nevertheless, the understated presentation complements the game's themes of isolation and perseverance remarkably well. Atmosphere is where Borstal shines the brightest. The lonely island and the unforgiving mountain are both memorable settings despite their simplicity. There is a persistent sense of unease that accompanies each playthrough, heightened by the knowledge that a single poor decision can end an adventure prematurely. The game's soundtrack and environmental design work together to create an experience that feels contemplative rather than action-oriented. Instead of overwhelming players with objectives and markers, Borstal trusts them to immerse themselves in the moment and discover their own path forward. Despite its strengths, Borstal is undeniably a niche experience. The limited number of scenarios means that some players will exhaust its content relatively quickly, and those expecting an expansive survival sandbox may come away disappointed. However, the game's concise nature is also part of its appeal. It respects the player's time, offering complete experiences that can be enjoyed over the course of an evening while still leaving room for replayability through alternate outcomes and randomized events. Borstal succeeds because it commits fully to its concept. It is less a traditional survival game and more a pair of interactive novellas shaped by player choice. Its imperfections are easy to spot, but so is the creativity behind its design. The Secret Pie crafted a title that prioritizes mood, experimentation, and storytelling over scale, resulting in an experience that remains memorable years after its release. For players willing to embrace its minimalist philosophy and slower pace, Borstal offers an engaging and distinctive journey through two harsh but fascinating worlds. Rating: 6/10
Borstal, anlamlı seçimler ve çoklu sonlar sunan minyatür hayatta kalma oyunlarından oluşan bir ikilidir. The Secret Pie tarafından geliştirilen ve yayınlanan bu oyunlar daha interaktif romanlardır ve grafikler ve işçilikten ziyade sıra tabanlı hayatta kalma oyununa odaklanır. Borstal başlıklı ana senaryo sizi ıssız bir adada bulunan bir çocuk suçluluğu merkezi olan borstal'da babasını arayan genç bir çocuğun yerine koyuyor. Oyun, her fırsatta engeller ve tehditler içeren tamamen rastgele bir harita içeriyor. Haydut çocuk gruplarıyla karşılaşacak ve babanızın nerede olduğuna dair ipuçları toplayacaksınız. Hayatta kalmak, sürekli yağmura göğüs gererken uyku ve yiyecek yönetimini gerektirir. Babanızı ne kadar hızlı bulursanız, sonunuz o kadar iyi olur, ancak ıslahevine ulaşmanıza yol açan olaylar sonucu büyük ölçüde etkileyebilir. Birden fazla son ve yapılacak farklı seçimlerle Borstal zorlayıcı bir deneyim sunuyor. Öte yandan, ikinci senaryo olan Mountain, devasa bir dağa tırmanmanın gerçekçi bir simülasyonuna odaklanıyor. Ancak, oyun sonu aksaklıkları ve sinir bozucu ölümlerden muzdarip. Amaç, dinlenme ve yiyecek ihtiyaçlarınızı yönetirken zirveye ulaşmak ve ana kampa geri dönmektir. Ne yazık ki, oyun düşük sağlık veya uyku için uygun uyarı göstergelerinden yoksundur ve beklenmedik ölümlere yol açar. İlerleme mesajlarındaki aksaklıklar ve beklenmedik ölümler hayal kırıklığını artırıyor. Mountain'ın arkasındaki fikir ilgi çekici olsa da, uygulama bu sorunlar nedeniyle yetersiz kalıyor. Mountain'daki kusurlara rağmen, Borstal hala fiyat etiketine değer. Oyun, hayatta kalma araçlarının sağlandığı ancak ihtimallerin size karşı yığıldığı eski usul, zorlu bir deneyim sunuyor. İlgi çekici macera ve deneysel tarz, oyunu keyifli bir satın alma haline getiriyor. Geliştiricinin Mountain'daki aksaklıkları gidermesi ve gelecekte daha fazla hikaye yayınlaması umuluyor.
pixellerin hayatta kalma savaşı
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