
A humorous adventure set in a 3D parody of the internet. Diverse puzzles, beautiful worlds, friends, experiences, upgrades and more, await those who 'log on'!
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): 0.86/day in the week to Jul 30 → 2.86/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
Sums Steam only; GOG, Nintendo publish 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 | 2.3Kreviews | 92% | — | $546.7K |
| $2.59−80% | 31ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Broken Reality is a mixed bag of interesting concepts that are all unfortunately underdeveloped. The closest game I can compare Broken Reality to is Jazzpunk, and I honestly feel the same way about both games. While Jazzpunk fully leans into the comedic parody elements, Broken Reality tries to sprinkle in tidbits of story while having those quirky interactions and dialogue between the characters and the world. The story of Broken Reality isn’t anything too complex or deep. Just from playing for the first hour, you can pretty much gleam that this is a story about the corruption and exploitation of a third space. In the case of this game, it's an online world, one that was started by a couple of friends that quickly grew in size to the point that investors wanted to buy in and make it public. Sprinkled in are also other elements of sentient AIs and trapping people within the online world. While those elements of the story are there, the game tends not to delve too deep into them, focusing more so on the gameplay and the comedic moments with characters. I feel like that approach could have worked, but ultimately, I would have liked to learn more about the creation of NATEM and the rift that formed between the original creators. I do really like the ending sequence of the game though. I think it's really well done and kind of makes me wish the entire game or at least more parts of it looked like it. However, in terms of concluding the story, it was pretty lackluster. I can forgive Jazzpunk because it doesn’t care about its story and just focuses on the comedy, while Broken Reality dangles an interesting, albeit done before story, in front of your face. In terms of the aesthetics, it's inspired by 90s internet and Vaporwave, while a lot of the comedy leans into the mid 2010s, sort of 2016 MLG comedy. Which makes sense since the game came out in 2018 and most of the comedy the game focuses on were things still culturally relevant at the time. In terms of gameplay, there's really not much to say. It's not a standard walking sim and I like the different equipment you get and their uses, but I feel like more probably could’ve been done. On a side note, there were a bunch of bugs I experienced. Most of them were minor, and I just had to reload the game, but still annoying. Although, I did experience a couple of bugs that actually made the game a bit more enjoyable and kind of make me want to see what a speedrun of this game would look like. I’m sure it would involve a lot of abusing the bookmark and prop surfing, at least those are the major things I’ve found. I really wanted to like this game more, and there are certain things I do like about it. The aesthetic for one is great, and the music is honestly pretty good too, but other than that, there's really not much to it. I will say I am more excited about Broken Reality 2000. Just from the trailers alone, it looks like a lot of the complaints I have will be rectified, just hoping the story will also be better too.
Media

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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
| $14.99 |
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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.
Hours played at review time, across 100 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
internet很美好,但你下载不了爱。
You know I love the concept and the presentation but what kills this game for me is how sluggish it is in certain ways. Movement speed is glacial despite large areas and a need for backtracking, there's no way to sprint, run or speed up. Certain collectibles(that are mandatory since you need to hit certain point thresholds to advance) are only visible while holding a specific tool. Sluggish switching from tool to tool which makes this further annoying. Some bits of dialogue have long, unskippable pauses for no reason. The slow movement speed also particularly hurts when the game is littered with one-way drops that will inevitably force you to loop back around when you stumble into one of them without setting a checkpoint. The gameplay very rarely requires you to activate your brain and mostly just functions as the equivalent of a "hidden object" game where you just have to click everything you can see and then you progress. I expected to like this game, but honestly it doesn't really feel like I gained anything from my time playing it. Ultimately nothing about it annoyed me enough to stop playing, it just bored me enough to stop playing.
Broken Reality is one of those games that I personally find very hard to explain, and that’s because of the special connection it builds with the player. If you’re tuned into this kind of game, it can hit you hard. If not, it might just feel like a very bizarre game with no real meaning. Visually is where it hits the most. The entire game has a vaporwave aesthetic that I love. It has that ’90s computer vibe and surreal environments that I think are amazing. It has a meaning very similar to 198X, but it leans more into exploration and getting lost in the world rather than gameplay or narrative. I don’t think it’s aiming for realism but rather for the feelings it evokes and it achieves that very well. Within that atmosphere, the soundtrack fits perfectly. It has varied tracks, relaxing, melancholic and tense. Everything feels like you’re navigating an abandoned version of the internet where every place, if you lived through that era, has a reference or a story you can connect to. and I think that’s brilliant. The NPCs, the dialogue, the levels, everything builds this sensation that what you’re experiencing isn’t real but also not entirely fictional either. The gameplay is super basic. It’s a walking simulator where you interact with a few things, but beyond exploring, talking, and solving a couple of small tasks, there’s not much else. It’s a short journey through a distorted reality. But what really stands out to me are the themes it explores: escapism, identity, and comfort. This is where it hits the hardest, or at least it did for me. Without saying it directly and with a lot of subtlety, the game talks about digital escapism, about finding refuge in virtual worlds, about trying to understand yourself, discovering who you are and what you want to be, and how sometimes you might feel more comfortable there than in real life. That’s why the game feels so close to the message that 198X tries to convey, but here it does it even better. And if you’ve ever felt something like this, if you’ve ever spent countless hours lost in the internet or in a game just to disconnect, this game will make you understand that part of yourself. Honestly, it’s a very personal and quite niche game. So please, play it, because when it connects with you, it won’t let go. It genuinely surprised me in every way, and I think it’s one of the best games I’ve ever played and one of the ones that hit me the hardest, both mentally and emotionally, because of the themes it explores, which are really important.
Miserably slow, even for a collectathon or walking sim. Maps are huge, movement is not fun, humor is rarely funny.
Mediocre. Moments like this make me wish Steam reviews had a sideways thumb rating. I can't say the game is bad, but it's not good either. The only plus is the vaporwave style. Other than that, the story and gameplay are perfunctory – nothing interesting.
沉迷在梦一样的互联网中漫游 在一步步的引导下最终苏醒拥抱现实
Broken Reality is an unconventional first-person adventure developed by Dynamic Media Triad and published by Digital Tribe that transforms internet nostalgia into a surreal interactive experience. Rather than focusing on combat or traditional storytelling, the game places players inside NATEM, a bizarre digital network where social media, corporate influence, and online culture have merged into a colorful virtual reality. Every aspect of the game is designed to celebrate and satirize the internet age, creating an experience that feels both nostalgic and strangely prophetic. Its low-poly visuals, vaporwave-inspired environments, and eccentric sense of humor immediately establish an identity that separates it from more conventional exploration games. The world itself is unquestionably the game's strongest feature. Each location introduces a unique collection of vibrant colors, retro-inspired architecture, animated advertisements, hidden pathways, and surreal digital landscapes that constantly encourage exploration. Instead of simply decorating its environments with internet references, Broken Reality builds an entire ecosystem around them. Players browse fictional websites, interact with unusual digital citizens, uncover hidden communities, and witness increasingly bizarre corporate propaganda as they travel deeper into NATEM. Every area feels handcrafted with creativity, rewarding players who take the time to inspect every corner instead of rushing toward objectives. Gameplay revolves around exploration, environmental interaction, and progression through discovery rather than action. Players earn popularity in the form of Likes, which function as a progression currency that unlocks additional features and expands access to previously restricted sections of the network. This mechanic cleverly mirrors modern social media culture while fitting naturally into the game's satirical narrative. As new tools and abilities become available, exploration becomes increasingly rewarding, allowing players to revisit older locations and discover hidden routes, optional collectibles, and additional secrets that were inaccessible earlier in the adventure. Puzzle-solving remains accessible throughout the experience without sacrificing creativity. Most obstacles require paying close attention to environmental details or experimenting with newly unlocked abilities rather than solving overly complex logic puzzles. The gradual introduction of mechanics keeps gameplay fresh, and each new upgrade encourages players to rethink familiar environments. Although there is very little emphasis on combat, the game never feels empty because exploration, curiosity, and experimentation consistently drive the player's motivation forward. Beyond its unusual presentation, Broken Reality offers surprisingly sharp social commentary. The fictional corporation behind NATEM initially presents itself as the ultimate online paradise, promising convenience, entertainment, and limitless connectivity. However, the deeper players explore, the more they uncover the darker realities hidden beneath its polished appearance. Themes involving consumerism, digital addiction, online validation, privacy, and corporate monopolization emerge naturally through environmental storytelling rather than lengthy exposition. The narrative trusts players to connect the pieces themselves, making its observations feel more impactful without becoming overly preachy. The writing balances absurd comedy with meaningful satire. Characters frequently deliver humorous dialogue filled with references to internet culture, viral trends, and online behavior, yet the humor rarely exists simply for nostalgia. Instead, it reinforces the game's central message about humanity's relationship with technology and digital spaces. Even when situations become increasingly bizarre, the dialogue remains entertaining while encouraging players to reflect on how much modern life revolves around online interaction and social approval. Equally impressive is the game's audiovisual presentation. The soundtrack features relaxing electronic music, synth-heavy compositions, and vaporwave-inspired melodies that perfectly complement the dreamlike environments. Combined with intentionally retro visual effects, glitch animations, and colorful lighting, the audio creates an immersive atmosphere that constantly shifts between peaceful exploration and unsettling mystery. The artistic consistency across every location helps establish a memorable identity that remains distinctive long after the game ends. Despite its originality, Broken Reality is not entirely without flaws. Navigation occasionally becomes confusing due to intentionally unconventional level layouts, and players who prefer clear mission markers may find themselves wandering longer than expected. Certain objectives can feel vague, requiring additional exploration before progress becomes obvious. Likewise, those expecting fast-paced gameplay or extensive combat mechanics may discover that the experience is intentionally slower and more focused on atmosphere, exploration, and narrative discovery. Fortunately, these design choices are largely consistent with the game's vision rather than genuine shortcomings. Broken Reality succeeds because it fully embraces its unconventional concept instead of attempting to imitate more traditional adventure games. Its imaginative world-building, rewarding exploration, clever progression system, memorable soundtrack, and thoughtful critique of internet culture combine to create an experience that remains refreshingly original. Few games capture both the charm and absurdity of online life with such confidence while maintaining a strong artistic identity throughout the entire journey. Players who appreciate experimental indie titles, exploration-driven adventures, and atmospheric storytelling will find Broken Reality to be a memorable and highly distinctive experience. It transforms internet nostalgia into a surreal digital playground filled with secrets, humor, and meaningful social commentary while rewarding curiosity at every opportunity. Although its unconventional pacing and abstract design may not appeal to every player, those willing to embrace its unique style will discover one of the most creative adventure games of its generation. Rating: 8/10
An online walking sim for people who want more Hypnospace Outlaw. 6/10. I refuse to give this game lower than a 6, but there is not much to it. This game consists of you walking through strange worlds at a slow pace (like most walking sims). Every level you get a new tool. While some are for movement, others are for collecting (like the things you need to progress). This means the main way you interact with the environment is to just click your mouse button. It can be that this is just not my game, as I never finished it. It will get a positive review, but just know that you need to be into this sort of game to enjoy it, as the visuals do not carry it all the way through like Hypnospace does.
I like the game, not just for the aesthetic but it's really buggy, which is concerning given it's a walking simulator with puzzles. The slow motion power sometimes perma slows walk speed until you quit. Going to quit from the menu doesn't work half the time, it just soft locks the game. There's a bunch of typos. I picked up a can and got yeeted off the map. I was using the grappling hook thing and mid-motion got teleported to another map. The demo is about 15% of the whole game. If you like the demo, maybe pick this up on sale. It's definitely not worth full price even if you get nostalgia baited like me.
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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