
This game is about Kevin, He's been stuck in his gaf̶̨s̨fẃ̵̕ HEY, YOU, STAY AWA̸̧͘Y, IT'S ME KEVIN, THERE'S NO POINT, D҉Ò̷̕N̸̕͏'T-- Follow him in this adventurous and humor-filled story to d̶̢͙̟̦̺̰̫̙̋̊͐̐͑͋̈́̕̕͝ die
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Up with Red Dead Redemption 2 in terms of story-telling!
Break the Game, developed and published by Simon Fredholm, is an unconventional indie experience that deliberately blurs the boundary between player, character, and game itself. From the very beginning, it makes clear that this is not a traditional adventure or platformer meant to be consumed passively. Instead, it presents itself as a self-aware, often chaotic conversation between the game and the person playing it, centered around a character named Kevin who claims to be trapped inside the game world. This premise immediately sets a strange and intimate tone, inviting the player into a narrative that constantly questions agency, control, and the nature of interaction in video games. At its core, the game combines light platforming and shooter mechanics with heavy narrative emphasis. Movement and shooting are straightforward and responsive, allowing players to navigate levels without frustration, but these mechanics are rarely the main attraction. Rather than escalating difficulty or introducing complex systems, the game repeatedly pauses to address the player directly through dialogue, monologues, and fourth-wall breaks. Kevin frequently communicates his thoughts, anxieties, and frustrations, often in long, unskippable sequences that intentionally disrupt traditional pacing. This design choice reinforces the feeling of being stuck inside a game that refuses to behave normally, mirroring Kevin’s own predicament, but it can also test the player’s patience depending on their tolerance for extended narrative interruptions. The writing is the game’s strongest and most polarizing element. It oscillates between absurd humor, emotional vulnerability, and self-referential commentary on game design itself. Characters acknowledge tropes, criticize mechanics, and occasionally mock the player’s expectations, creating a tone that is both playful and unsettling. While some players may find the dialogue overly verbose or indulgent, others will appreciate how it creates a surprisingly strong emotional connection to otherwise simple, abstract characters. The game often succeeds in making Kevin feel less like a scripted avatar and more like a conscious entity struggling to be heard, which gives weight to even mundane interactions. Visually, Break the Game adopts a minimalist aesthetic built around basic geometric shapes, clean lines, and bold colors. On paper, the presentation seems extremely simple, but it is used effectively to convey emotion and personality. Text animation, timing, and placement play a major role in storytelling, with dialogue appearing in ways that reflect urgency, hesitation, or breakdowns in communication. The sparse environments and abstract characters help keep the focus on interaction and narrative rather than spectacle, reinforcing the idea that the game is more about conversation and reflection than visual immersion. Sound design and music are used sparingly but purposefully. Background audio supports the mood without dominating it, allowing silence and minimalism to heighten moments of tension or introspection. When music does appear, it tends to underscore emotional beats rather than gameplay milestones, further emphasizing the narrative-driven nature of the experience. This restrained approach complements the game’s pacing, though some players may wish for more auditory variety during longer play sessions. Despite its creativity, the game is not without notable shortcomings. Combat and platforming remain relatively shallow throughout, and players seeking mechanical depth or evolving gameplay systems may feel underwhelmed. The overall experience is also fairly short, and replay value is limited once the narrative has been fully experienced. Certain design decisions, such as unconventional save management or intentionally awkward interactions, can feel more irritating than clever, especially for players who prefer smoother, more traditional usability. Ultimately, Break the Game is a title that succeeds not by refinement or breadth, but by commitment to its concept. It is unapologetically strange, heavily narrative-focused, and willing to alienate some players in pursuit of a distinctive voice. For those who enjoy experimental storytelling, meta-commentary, and games that actively challenge the relationship between player and software, it offers a memorable and often thought-provoking journey. For others, its verbosity and limited mechanical ambition may feel exhausting. Either way, Break the Game stands as a bold indie experiment that prioritizes expression and self-awareness over convention, leaving a lasting impression precisely because it refuses to behave like a normal game. Rating: 7/10
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"Break The Game" attempts to be clever, funny, and deep with its narrative and it fails on all of these fronts. The gameplay is barely serviceable and any ounce of fun is sucked out by constant dialogue. So much dialogue. I have no problem with it text in video games but the amount here is staggering. 90% of the text is just unfunny early 2000s "ZOMG" humor. Maybe if the game was 1/3 the length, I would excuse all of it's problems, but in its current state, it just drags on. Do not buy this game. I got it on sale for $2 and thought I'd be playing a cute, meta game. Instead I am $2 poorer and have lost 2.5 hours of my life that I will never get back.
C'était une superbe expérience ! Le jeu est amusant avec une DA originale, des musiques très entrainantes et une histoire très drôle mais qui "fé réfléchir" à qu'est-ce qui est bien réel ou non ? En tous cas je suis de la team que Kévin l'est au moins un tout petit peu, hehe, à vous d'en juger ( ͡~ ͜ʖ ͡°)
So much talking.
fue mas entretenido instalar el juego que jugarlo en si
why would you do this to me
A lot of taking in the game witch sometimes made game boring and sadly i could't skip dialogue.
Ignore every positive review, this game has zero redeeming qualities... Was only $2 when I got it and that was $20 more than it should have been... Even if someone is paying you to play this, it isn't worth it...
Kevin's tale glitches The narrator breaks the wall Chaos writes the plot
Players by region
Where this game's players are, estimated from review languages.
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