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 Sep 11 → 0.17/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.
About
Genres
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Atmospheric walking sim through wintery landscapes accompanied with hopeful poems about alcohol induced divorce.
I played it twice just to enjoy the beautiful snowy mountains. The graphics are amazing. I hate how short the story is but you can always take your time and roam around.
An awesome 20 minute experience. Would recommend it to any poetry lover.
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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**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
画面很美,音乐也很美,作为20分钟的徒步模拟器,一个偶尔光顾一下的escape,它是合格的。
Разрабы гандонв ♥♥♥♥♥♥
Great Story nice Landscape
Bottle, developed and published by Tonguç Bodur, is a quiet and reflective walking simulator that invites players into an intimate exploration of loneliness, memory, and emotional healing. It is not a game in the conventional sense—there are no enemies, objectives, or branching choices—but rather an atmospheric journey through a desolate winter landscape that mirrors the protagonist’s inner turmoil. At its core, Bottle is about stillness and contemplation, a short narrative experience designed to make players feel rather than act. It’s an exercise in mood, an interactive poem told through snow, silence, and fleeting words that drift like breath in cold air. The story of Bottle unfolds in fragments rather than a traditional plot. You assume the role of a man wandering through a frozen wilderness, haunted by memories of a woman whose presence lingers in letters and spectral visions. The narrative hints at regret, loss, and perhaps addiction, but never spells these elements out. Instead, meaning emerges through implication—through the objects you find, the melancholy voiceover, and the small notes scattered across the environment. This minimalist storytelling is part of the game’s allure. Rather than delivering exposition, it encourages players to piece together emotional context on their own, letting imagination and empathy fill the gaps. The simplicity of the premise—a solitary journey through a cold, indifferent world—serves as both a metaphor for personal isolation and a meditative experience on the passage of time and memory. Gameplay in Bottle is stripped down to its bare essentials. You walk slowly through linear environments, occasionally reading notes or following the faint outline of a mysterious figure in the distance. There are no puzzles or interactions to break the rhythm; the only real challenge is patience. This pacing is deliberate, reinforcing the game’s thematic core. The act of walking becomes a form of reflection, echoing the protagonist’s emotional journey as he trudges through snow and silence toward an uncertain end. Some may find this minimalism hypnotic, while others will find it monotonous. It is a game that demands a certain mindset—one willing to accept slowness as a form of narrative expression. The absence of traditional mechanics is not an oversight but a design choice meant to immerse you in the feeling of solitude. The occasional glowing orbs that appear along the way provide gentle guidance, preventing the experience from slipping into frustration while preserving its meditative tone. Visually, Bottle conveys its atmosphere with simplicity and care. The environments are sparse but evocative, dominated by snowy fields, dim forests, and small wooden structures that seem to breathe quiet melancholy. The color palette leans heavily on whites, grays, and faded blues, creating a cold but strangely peaceful world. Despite the modest production values, the lighting and environmental design succeed in drawing players into a space that feels both real and dreamlike. The sound design complements this perfectly. Every footstep crunching through snow, every gust of wind, and the faint notes of a piano echo with intention. The soundtrack, though subtle, is emotionally resonant, reinforcing the game’s themes of reflection and loss. It’s the kind of experience where silence is as important as sound—where the lack of noise becomes its own form of expression. The game’s short runtime, typically around thirty to forty minutes, works to its advantage. Bottle doesn’t overstay its welcome or attempt to stretch its limited mechanics into a longer format. Instead, it offers a self-contained moment of introspection. Once completed, there is little incentive to replay, though the experience lingers more as a feeling than as a challenge to master. For some, this brevity might make the game feel more like an art installation than a full-fledged title, but that is precisely where its strength lies. It doesn’t try to be more than it is. It presents a fleeting moment—an emotional snapshot—then quietly steps back, leaving interpretation to the player. The inclusion of an alternate “Noir” mode, which reimagines the journey in stark black and white, adds a touch of variety for those who wish to revisit its world through a different visual lens. Bottle is not without flaws, but its imperfections are almost inseparable from its identity. The movement can feel slow to the point of frustration, and some textures or models reveal the limitations of a small independent project. Yet these shortcomings rarely break immersion because the game’s focus remains firmly on atmosphere and tone rather than technical spectacle. Those expecting a complex narrative or gameplay depth will likely come away disappointed, but players open to contemplative experiences will find quiet beauty in its restraint. It’s the kind of game that thrives on emotional honesty rather than mechanical complexity, asking you to project your own thoughts onto its blank canvas of snow. Ultimately, Bottle succeeds as a piece of interactive art—a meditative reflection on solitude, memory, and the passage of time. It captures the melancholy beauty of wandering through emptiness, not in search of victory but of understanding. The game’s emotional resonance lies in its simplicity, in the way it allows players to feel the weight of every step and the quiet ache of a world frozen in time. It’s not a game to be rushed or analyzed for its mechanics, but one to be experienced with patience and introspection. For those willing to slow down and listen to what silence has to say, Bottle offers a brief but memorable journey through the delicate stillness of human emotion. Rating: 7/10
Ну, чувствуется что игра халтура. Во первых очень короткая, а во вторых, как таковой "душевности" я лично не почувствовал.
норм
あてもなく雪原を彷徨い歩きたいときって誰でもありますよね そういう時にピッタリな作品です アクションも謎解きもありません ルートは一本道なので道に迷うこともないです クリアまで30分(公式は15分で終わると言ってます)でしたが、割と印象に残る作品でした
Players by region
Where this game's players are, estimated from review languages.
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