
This is the original version of Braid from 2009, which may not work well on newer systems. For an updated version of the game with nicer graphics, more levels and a large amount of developer commentary, see Braid, Anniversary Edition.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
This is the original version of Braid from 2009, which may not work well on newer systems. For an updated version of the game with nicer graphics, more levels and a large amount of developer commentary, see Braid, Anniversary Edition.
Braid is a puzzle-platformer, drawn in a painterly style, where you can manipulate the flow of time in strange and unusual ways. From a house in the city, journey to a series of worlds and solve puzzles to rescue an abducted princess. In each world, you have a different power to affect the way time behaves, and it is time's strangeness that creates the puzzles. The time behaviors include: the ability to rewind, objects that are immune to being rewound, time that is tied to space, parallel realities, time dilation, and perhaps more.
Braid treats your time and attention as precious; there is no filler in this game. Every puzzle shows you something new and interesting about the game world.
Key features:
Newly added Steam Cloud support
Save your in-progress game to the cloud, then play where you left off from on any Steam connected computer.
Forgiving yet challenging gameplay:
Braid is a 2-D platform game where you can never die and never lose. Despite this, Braid is challenging — but the challenge is about solving puzzles, rather than forcing you to replay tricky jumps.
Rich puzzle environment:
Travel through a series of worlds searching for puzzle pieces, then solving puzzles by manipulating time: rewinding, creating parallel universes, setting up pockets of dilated time. The gameplay feels fresh and new; the puzzles are meant to inspire new ways of thinking.
Aesthetic design:
A painterly art style and lush, organic soundtrack complement the unique gameplay.
Nonlinear story:
A nonlinear fiction links the various worlds and provides real-world metaphors for your time manipulations; in turn, your time manipulations are projections of the real-world themes into playful "what-if" universes where consequences can be explored.
Nonlinear gameplay:
The game doesn't force you to solve puzzles in order to proceed. If you can't figure something out, just play onward and return to that puzzle later.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 6.9Kreviews | 93% | — | $3.2M |
| $14.99 | 519ratings | 88% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 820 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is dreadfully boring. Not philosophical or ponderous; boring.
Good puzzles and gameplay. Secrets are a little trite at times. The use of metaphor back in 2008 likely got it a modest level of attention as the indie boom was about to hit; nowadays it feels tacky and heavy-handed. Don't feel bad about ignoring the writing - it's an attempt to deconstruct the bare-bones story-telling situation that gaming was seemingly in at the time, but it overcompensates in a heavy-handed manner that abjectly refuses to mix story and gameplay. Only one level makes use of the story in [i]any[/i] fashion, and it's the finale, which manages to succinctly communicate the motivations and desires of the player-character in the span of [i]five minutes.[/i] All those paragraphs, those reams of text about Tim's backstory and driving goals, are [i]nothing[/i] in comparison.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 4K | 94% | $19.99 | |
| $3.2M | 5.8K | 91% | $19.99 | |
| $3.2M | 1.8K | 73% | $39.99 | |
| $3.2M | 6.6K | 81% | $24.99 | |
| $3.2M | 14K | 97% | $9.99 | |
| $3.2M | 32.2K | 78% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $474.8K | 3K | 88% | $7.99 | |
| $28.5K | 141 | 58% | $8.99 | |
| $0 | 0 | — | $9.99 | |
| $545.1K | 11.4K | 93% | $2.99 | |
| $733.9K | 5.1K | 92% | $7.49 | |
| $201.4K | 1.7K | 79% | $4.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, Portuguese - Portugal, German, Spanish - Spain, Japanese, Korean, Traditional Chinese
Hours played at review time, across 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I can no longer recommend the game on ethical grounds.
This game is boring and the mechanics are very confusing. You can't pass through everything without a guide.
Excellent puzzle game
大名早有耳闻,我承认脑洞确实大,有些拿拼图方式很刁钻,经常需要跳出条条框框去思考问题,这一点很不错。 即使不打算亲自玩下去,后面的那些巧妙的关卡创意也会去云思考一下,学习借鉴。 但我还是要给一个[b]差评[/b],因为这是游戏,我玩游戏是为了开心的,而不是为了找罪受。 虽然也才刚玩了两个多小时,但我已经数不清我遇到多少糟糕的体验: - 首先人物惯性很大,跳跃高度就那么一点点,而且一旦冲出去就很难刹住,操作起来手感极差。 对比其它平台跳跃如茶杯头、空洞骑士、蔚蓝……本作的操作手感真的一言难尽。 不是说平台跳跃不可以难,但如果这种难是手感差导致的,就好像让玩家先断一条腿再去跑步一样,恕我无法理解。 - 很多地方容错很低(跳跃的高度、时机都卡得很严苛),甚至错误成本也很大(比如有些无法随着时光倒流而撤销的道具,一旦错了就得重来),这些都非常令我恼火。目前为止我没遇到什么因为思路卡太久的,但光是上蹿下跳就受了很多苦。这操作手感根本不会让我想到这是一个操作向的平台跳跃游戏,但我倒觉得目前为止(到world 3结束),这不像一个puzzle platformer,倒更像一个操作向的platformer。 - world2的那个拼图我想破脑袋也没想明白怎么拿,直到我发现[spoiler]有一朵云以极慢的速度在移动[/spoiler]。我发现的第一反应是有点惊喜,但随后的反应是感觉受到了作者的侮辱。我不明白我作为一个玩家为什么要[spoiler]坐在电脑前面等半天一朵你随手敲几行代码就写下来的一朵慢成蜗牛的破云,总之我不会等的。[/spoiler] - 难度曲线比较陡 我知道作者很聪明,觉得脑子里点子很多,但是真的有点急吧,很多东西都没有铺垫的直接塞关卡里面,玩的时候基本没有轻松的段落,感觉很不近人情。 - 引导不够体贴 world3最后一关tingling,我为了拿第二块拼图卡了好久,[spoiler]谁知道右边那个机关平台的绿光是可以暂时附着到玩家身上的。发现这一点之后其实根本没什么思维难度,然而这个新机制作为一个大章节的最后一关就出现这一次,就仿佛是一拍脑袋加了个设定一样,不仔细看根本没法理解作者的设定。我一直在左边努力尝试优化拿钥匙的时间,发现了右边这个机关之后整个人不是高兴,而是失望,失望自己思考了这么久完全是因为没有理解作者引入的新机制。这种关卡难,但是根本不有趣。如果你早早引入这个机制,围绕它循序渐进,那还算是一个好点子,但这样让人猜谜真的很恶劣,毕竟这游戏又不是i wanna[/spoiler]。 - 画风真的有点粗糙,这一点倒是无可厚非毕竟是09年的老古董了,但放今天这种标准下粗糙也是事实。 最后,说得激进一点,就像顾客是上帝一样,我认为玩家是购买服务的那一方,玩家体验应当被尊重。我玩到现在只感觉到一种狼狈和恶意,而不是快乐。
Masterpiece of a puzzle game. Time bending puzzles are amazing Story is probably the most fun I had digesting in this medium, but it will not be for everyone.
.
大概四小时通关,很经典的解谜游戏,体验还算不错。 每一个谜题的思路都很独特,在一个大关中,基本只围绕一个机制进行关卡的设计,但每一个小关又能通过常见的object来引出这个这个机制的不同特征,我认为这是很有趣的设计。 游戏难度不算大,至少只有最后一关确实想不到,看了一下攻略。这个难度,我认为解谜苦手也是可以愉快游玩的。 游戏里的星星收集,包括真结局的隐喻,个人并不是很在意。它们没有任何提示,基本只能通过刻意看攻略获得,不属于我的游玩体验,我的评分不包括这一部分。 8.5/10
tim runs like old people shag just watch oppenheimer, saves your time, and your sanity
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