
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 | 10Kreviews | 93% | — | $4.6M |
| $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 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nice little puzzle platformer with a neat time gimmick
...
吹哥是哲学家
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 823 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Braid is Jonathan Blow's breakout indie game gem, with 2D puzzle-platforming gameplay interwoven with a pretty poetic story. The first time I played this months ago, it proved challenging, and I didn't beat it. Today, I restarted from the beginning and whooped the game's ass in a matter of hours. The game is significantly short, but a tightly contained experience, and an ending which is so ♥♥♥♥♥♥♥♥ cool. Apart from one particular puzzle which didn't communicate it's rules effectively, every puzzle was greatly rewarding to figure out. A note of praise I have is for this game's art, hand painted by David Hellman. (Cool ♥♥♥♥♥♥♥ name.) It is stunning, and really adds to the depth of the content taking place, back-dropping every puzzle with gorgeously rendered, vividly colourful artwork. If you note my love for the Witness, this game is not quite the visual masterpiece which that game is, but if anything, it shows a strong start for Blow's sense for game design interweaving with his storytelling. There's a layer of thematic depth to whatever the man produces. His works are simple, yet deviously complex, and it makes me eagerly anticipate whatever third game he develops. 8/10 * * * * * * * Below I will be discussing thematic and substantive material that's best observed blind. This game is ambiguous as all hell in it's presentation and any one given meaning could easily be read in many different ways. However it's rich with content, I feel free to provide my personal view on more complex aspects of the game. Spoilers ahead, nerds. Jonathan Blow is a deconstructionist at heart, this game being a kind of post-modern Super Mario Bros. The major gimmick being one of the major thematic concepts the game provides, the manipulation of time. Holding shift (or whatever button assigned to the controller) immediately rewinds time, and it's played to a major effect, as it effectively eliminates any 'threat' the conspicuously goomba-behaviour 'enemies' may have held in other classic games. If you get hit, you can just immediately rewind time, and some puzzles actually require you to get hit to progress. But it's one of many ways Braid subverts common game design elements in 2D platforming games, and what we're to expect of the genre. The effect is a complete transformation of the way we think about how we can interact with simple mechanics. Braid's narrative is laid out in text passages which allude to the stage's mechanics at hand, but also through it's environmental design. It tells the story of Tim, or, the boy, attempting to search for 'The Princess' or the girl, and those two elements of a traditional damsel in distress narrative are shattered when we consider their metaphorical implications. Starting on Chapter 2, Tim, as laid out in the narrative, is an academic scientist, searching for a princess, whom he somehow lost connection to due to 'a mistake.' But through the game's ending, the moment he gets close to her for the very first time, the game wholly subverts the damsel in distress trope, rewinding the entire ending and painting Tim as a monster chasing after something wholly elusive. Perhaps, one could interpret a closer nature of this unfolding relationship by reading each of the chapter's introductory cloud segments in reverse order. The game's epilogue reveals the true nature of what Tim and 'The Princess' really represent as metaphors, and even then, hides that truth from the viewer in plain sight. What really, I'd like to highlight, is a matter of the altered perspectives contained within the hidden text passages, which are their own puzzles to crack. She could represent the victim of a relationship due to her significant other's ignorance, Mother Earth and mankind's destructive influence on her, or a perhaps concept of absolute scientific understanding and unity of fundamental law, or a mother to a son separated by age and understanding. What I highlight in these ending revelations, is the dynamic can only be seen when Tim is off-screen, facing away from these texts. The fact of the matter that this is hidden in such a way implies the impossibility of Tim ever seeing and contemplating the notion that his own perspective may be wrong. It's why so much of what we have come to know about traditional 2D platformers is challenged through the gameplay and design. Thematically, these concepts parallel each other. For the sake of not bogging down this already lengthy review with details, every opening cloud segment preceding a chapter highlight's prose that alludes to the mechanics of the game. Chapter 2: Time and Forgiveness, is the only chapter which doesn't have a central gimmick, except for one star, which requires you to wait an hour and a half of real time to acquire. But it's also the introduction of certain concepts involving the rewinding of time. It's preceded by the notion: [i]"What if our world worked differently? Suppose we could tell her: “I didn't mean what I just said,” and she would say: “It's okay, I understand,” and she would not turn away, and life would really proceed as though we had never said that thing? We could remove the damage but still be wiser for the experience."[/i] The fact of the matter is that every mistake required to progress, is still made, and we may watch Tim die over and over again to obtain only a piece of a bigger picture. Despite the traversal of the fourth dimension, are we not to suggest that these threads don't continue? The presentation of the game itself is the only thing stopping the continuing trajectory of time, no other real, intermittent influence over the games world actually prevents Tim from his miserable death, and it's never established that Tim has 'powers.' Each chapter continues to introduce and expand upon a philosophical concept through it's gameplay. It's of note that I couldn't be ♥♥♥♥♥♥ getting any of the stars. They are deviously hidden, and upon finding all of them, shows the constellation Andromeda. I don't know how this influences the thematic core of the game, but reading on Greek Mythology, it broadly creates many implications. Despite the alternate ending being such a sick reward, I'm not going to restart my already-beat campaign because one of them requires a sickening twist of pre-established mechanics. I wholeheartedly respect the artistic choice, but I have too many games I've yet to beat to bother, and my time on earth is limited. My apologies Jon. But nevertheless, this was a wonderful experience.
8 звезд поставил, взрыв мозга
在Steam玩够100个解谜游戏(37) 个人评价:1档(论外)。 吹哥确实是我见过的百年一遇的鬼才,虽然只是个小品体量的游戏,但是深度简直叹为观止,关卡设计我头一次跟不上脑回路看了攻略,星星更是直接放弃找了(相比找星星看真结局,速通挑战真的是显得太友好了),我能从这游戏中略微窥探到一些吹哥的脑回路,但具体我就不多说了,毕竟吹哥肯定会觉得我是在过度解读(笑) 这是个此生必玩的游戏,哪怕你追求完美,只是通一遍关,然后上网看看解析,那也相当值回票价了
Un gran plataformas, de los mejores indies en su época, las mecánicas y los puzzles son ingeniosos y divertidos.
Tinha esse jogo faz anos mas nunca tinha jogado. Que espetáculo, uma obra de arte.
Braid is still a masterpiece. One of the pioneers of the downloadable era of console games, it aged like wine!
You've already heard of it, just play it.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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