
Dear Esther immerses you in a stunningly realised world, a remote and desolate island somewhere in the outer Hebrides. As you step forwards, a voice begins to read fragments of a letter: 'Dear Esther...' - and so begins a journey through one of the most original first-person games of recent years.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 1/day in the week to Aug 22 → 2.57/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
'A deserted island... a lost man... memories of a fatal crash... a book written by a dying explorer.'
Dear Esther immerses you in a stunningly realised world, a remote and desolate island somewhere in the outer Hebrides. As you step forwards, a voice begins to read fragments of a letter: 'Dear Esther...' - and so begins a journey through one of the most original first-person games of recent years.
Abandoning traditional gameplay for a pure story-driven experience, Dear Esther fuses its beautiful environments with a breathtaking soundtrack to tell a powerful story of love, loss, guilt and redemption.
Every play-through a unique experience, with randomly generated audio, visuals and events.
Explore incredible environments that fully immerse you in the haunting island and its mysterious past.
A poetic, semi-randomised story like you've never experienced in a game before.
Stunning soundtrack composed by Jessica Curry, featuring world-class musicians.
An uncompromisingly inventive game delivered to the highest AAA standards.
Dear Esther: Landmark Edition has been remade with the Unity engine, featuring a full audio remaster, and the addition of a brand-new Directors' Commentary mode, allowing players to explore the island and learn what inspired the game and how it was crafted by The Chinese Room and Rob Briscoe.
Genres
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 7.6Kreviews | 75% | — | $1.2M |
| $9.99 | 3Kratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 176 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]"А разговоров то было..." - именно эта фраза в первую очередь пришла на ум.[/b] Начитавшись обзоров и поиграв первое прохождение с комментариями разработчиков, - я уж было подумала, ну сейчас точно навалят годноты, раз столько нахваливают. Но это оказалось вообще ни разу не так. Во первых, что сильно бросилось в глаза, так то, что комментариев разрабов в разы больше по количеству и они существенно наполненные, чем сам мейн рассказ. Не успевала дослушать один комментарий, как уже дошла до другого. У меня от болтовни разрабов уже уши вяли, что не скажешь про главный рассказ. Топчешься три километра, чтоб собрать какую-то крохотную фразочку, а потом в тишине идешь дальше. Это вообще ни разу не то, что я себе представляла. Во вторых - это само перемещение. Да, я понимаю, что это симулятор ходьбы. Но, черт возьми, можно было сделать его немного быстрее или добавить бег. Ведь ты запросто можешь что-то пропустить, а желания переигрывать уже не будет, из-за тягучего прохождения. Ну и естественно, затрагивая момент про "упустить" тоже хочу высказаться. Тут легко пропустить главную историю. Если в режиме комментариев разработчиков довольно таки просто, - иконки комментов очень хорошо видно и с расстояния. То в режиме рассказа - ни визуальных подсказок, ни маркеров, ни каких-то ключевых игровых предметов или ориентиров. В самой игре часто встречала всякие предметы разбросанные, думала, в рассказе они сыграют какую-то роль, нажимая или подходя к ним будет проигрываться история, но нет. Что касается самой истории - то она вообще ни о чем. Повествование очень сумбурное, скомканное. Да, история трагичная, да может депрессивная, но совсем не цепляет, совсем не трогает. Будто бы не хватает какой-то вовлеченности, чтобы успеть проникнуться.. Лвл дизайн и музыкальное сопровождение, пожалуй, единственные плюсы [strike]в этой игре[/strike] в этом игровом продукте. Локации довольно простенькие и на первый взгляд симпатичные, но очень приедается однообразие. Некоторые декорации выглядят и вовсе неуместно и непонятно по какой причине их уместили. Но, если игра задумывалась, как квест изначально с головоломками и загадками, то многое встает на свои места. С тобой все в порядке, если ты не выкупил всего происходящего. Это не ты быдло, которое не допоняло всей глубины картины. Тебя просто пытаются обмануть. Будто бы им бюджета не хватило на полноценную игру, и они это выдают за готовый продукт. Разработчики описывают, мол эта игра как искусство, не каждый поймет, нужно прочувствовать, бла бла бла. Но не каждый банан приклеенный к холсту станет искусством. Так и тут. Полная халтура.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Russian*languages with full audio support
| $9.99 |
| 1.1Kratings |
| 70% |
| — |
| not modelled |
| $9.99 | 226ratings | 66% | — | 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.
Hours played at review time, across 176 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dear Esther is the grandfather of walking sims a walk with grief, pain & regret itself,.. [i]the feels..[/i] > not for the tiktok generation; this is a slow paced auditory experience https://steamcommunity.com/sharedfiles/filedetails/?id=3789771474
[h1]Атмосферний та медитативний симулятор ходьби[/h1] Колись давно забрав цю гру на роздачі, вже багато років пилом припадає, і ось настав час. Почну з того, що я добре знав, що це таке і що на мене чекає. Повільне ходіння від точки А до точки Б без будь-якої можливості взаємодії з навколишнім середовищем мене аж ніяк не лякало, і я був до цього готовий. Острів одночасно красивий і дуже самотній, всі ці стежки, скелі, печери, занедбані будівлі, безлюдні простори створюють свою атмосферу, яка затягує з головою. Ось блукаєш собі покинутим островом, підіймаючись гірськими стежками то вгору, то вниз, розглядаючи чудові пейзажі; оповідач починає про щось говорити, а ти досі десь літаєш у думках, водночас споглядаючи, як вітер переносить пил та колише траву. Наче чуєш, але його слова пролітають повз вуха, а коли вже доходить, то ти такий: "Га, що?", і продовжуєш рухатися вперед, озираючись навкруги в намаганнях зрозуміти хоч щось із частини почутого. Гра просочена символізмом та філософією. Через особливості оповіді іноді складно осягнути, що взагалі тут відбувається, а скласти все докупи — це взагалі задача із зірочкою. Історія була спеціально написана з досить великими прогалинами, щоб кожен гравець міг заповнити їх по своєму. Однозначно ця гра не для всіх: тут знайдуться як ті, хто полюбить цей витвір, так і ті, хто його зненавидить. Якщо ж вам подобаються самотність та симулятори ходьби, то легка прогулянка островом під філософські монологи оповідача не завадить. 🟡Офіційної локалізації немає, але в посібниках присутній - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2111385359]Українізатор[/url] (текст/звук). Швидко радіти не варто, тому що з ним є неприємність: текст замінює російську і до того ж файл не перекладений повністю. Мені довелося все виправляти самому, а саме — замінити у файлі блок із коментарями розробників на англійську версію та перейменувати сам файл на "text_English.xml", зайняло це все кілька хвилин, і результатом був більш ніж задоволений. Для довідки, зустрілась одна рецензія, яка була написана у 2023 році, і там із перекладом було все добре, тому підкрадаються підозри що хтось навмисно таку халтуру зробив... https://steamcommunity.com/sharedfiles/filedetails/?id=3770909439 https://steamcommunity.com/sharedfiles/filedetails/?id=3771456692 [h1]7 паперових човників з 10[/h1]
ein guter laufsimulator für zwischendurch. kann es empfehlen. einfach zurücklehnen und entspannen beim laufen. mit guter grafik und geschichtenerzählung. der preiß des spiels ist im angebor für -80% gut.
This isn’t a game. This is a magnificent audiovisual experience. The focus is primarily on the visuals, the atmosphere, and the emotions. It’s more like a work of art that you simply observe and admire. Some people might be confused by the lack of action elements. Those people haven’t understood the concept—this game isn’t meant for them. This is an emotional catharsis, a walk through the landscape carrying the weight of your own thoughts. Visual poetry, verses written by the wind blowing in from the sea, brought to life by the narrator’s voice. I love walking simulators. So I absolutely loved this game. You come to the island to think and relax. Not to fight. For a game released in 2017, it has surprisingly nice graphics. It reminded me of games like Skyrim and similar. The grass moving in the wind looks very lifelike. The moon at night illuminates the sea, and a rocky path winds its way up into the mountains toward the lighthouse. This game isn’t for everyone. I’d recommend it more for sensitive, perceptive, and thoughtful people who love a slow pace, meditation, and aesthetics. For me, it’s an interesting project and a beautiful place where imagination has been given a real presence.
Dear Esther is more of an interactive experience than a traditional game, but it often feels too minimal to stay engaging. The atmosphere and narration are decent at first, but they don’t do enough to carry the entire runtime. The island is visually nice, though there’s very little actual interaction or gameplay to keep you involved. It’s short and somewhat interesting, but overall feels more like a tech demo than a fully satisfying experience.
Dear Esther: Landmark Edition to jedna z produkcji, które spopularyzowały gatunek walking simulatorów. Nie ma tutaj klasycznej walki, przeciwników czy skomplikowanych zagadek – najważniejsze są eksploracja, narracja i atmosfera. Przemierzamy opuszczoną wyspę na Hebrydach, słuchając fragmentów opowieści dotyczących Esther, wypadku samochodowego i przeszłości narratora. Historia jest celowo niejednoznaczna i pozostawia sporo miejsca na własną interpretację. Największą zaletą jest klimat. Surowe wybrzeża, jaskinie, świetna muzyka i melancholijna narracja tworzą naprawdę wyjątkowe doświadczenie. Trzeba jednak wiedzieć, czego się spodziewać. Rozgrywki w tradycyjnym znaczeniu praktycznie tutaj nie ma, a całość można ukończyć w około dwie godziny. Dla jednych będzie to fascynująca interaktywna opowieść, dla innych zwyczajny spacer. Mnie klimat i sposób prowadzenia historii przekonują. Krótkie, nietypowe i bardzo nastrojowe doświadczenie. Polecam.
When the developers mentioned Stalker as one of the inspirations, I was like "YEEEEES!" because the visuals, the atmosphere, the sound... it's soooo good, this is my type of niche, 2000s games that I love and have such a nostalgia for them.
When I first played Dear Esther, a long time ago, I was inexperienced and young. I condemned the game because I thought the concept was stupid, and that it waxed lyrical around vague nonsense statements designed to sound deeper than it was. Since then, I've played many more "walking sims" as the genre Dear Esther created is called, I've experienced a lot more storytelling - nuanced, vague, implied - and i've grown as a person. I thought that now was a good time to re-visit this game, to see if after all this time I was too harsh on Dear Esther, to see if that ultimately I was just deriding it for being different instead of being bad. I was, ultimately, proven to be right all along. Dear Esther is a story based game that has no concrete story. What do I mean? I mean that the game is intentionally vague, empty, non-conclusive and nebulous by design. It doesn't *want* to tell you what's going on, it wants you to "fill in the blanks", to "create your own interpretation". Here's mine: Dear Esther is a pretentious, slow game that wants you to think it's more than what it is. The Plot? Your (presumably) SO died, was also pregnant, because of a car crash and you got depressed and kill yourself. That's the entire game. Everything else, every other piece of the game, is trying to sell it as more than that - but it isn't. "Ooh but the island is a metaphor!", "look at the fancy, poetic language!", "but what about the symbolism?" - All of these things, these concepts, questions and ideas fronted by the game are done in what I believe was the sincere intent of the developers to present you with ambiguity and depth, but it's not real. The depth is a picture of a deep hole stretched over a flat plane, encouraging you as the "player" to jump into it to experience how far down you fall. I like poetic language, but the language here isn't exposatory or illusory, it's not illustrative, it's just "woah this is a metaphor, this reminds me of this one guy. My wife is dead". It's fluff, it's dialogue with nothing to say padded out to sound like more than what it is. The developer commentary goes on about how the dialogue and even the title are "words that are supposed to sound beautiful", but that has to be one of the single most up-your-own-arse ideas i've ever heard, because it's entirely a nothing-burger of a philosophy. Dialogue is the story communicating directly, and when you *HAVE* no direct story and you're all just writing allegories, implications and vague statements, the dialogue has nothing to say except vague illusions to what the game *might* be trying to say, as if the very concept of trying to write poetic prose means you have to write near-meaningless nonsense. "Oh this section is about rebirth because of the cave!" Oh? You mean the part followed up by the character commiting suicide? What kind of a dumb message and placement is that? Rebirth? Resurrection? Is it supposed to be some vague religious allegory from a writer who is a self-described atheist? No, let me be clear here, Dear Esther is not some groundbreaking masterpiece - some finely tuned story game that is deep and meaningful, whose words and text are combined together to create something special - it's an illusion. The developers genuinely believe that this is some kind of ground-breaking, masterpiece, game-of-the-year title and you can tell that by how they pat themselves on the back over their work and how "oh look at how we inspired the caves in this entirely unrelated game from developers who never even "played" our game!" it gets, but the only conclusion I can draw from that is that they're *so* pretentious and faux-philisophical that they genuinely believe they've composed art instead of a flat JPEG expanded over too much screen space. Art is subjective, and some people like this "game". Let me be clear in saying that there is no harm in liking this game, nor in "playing" it - everyone can come away with different lessons and understandings from media, and Dear Esther is no exception. But, as I see it, as "my personal version of the story" reads, it's quite simple - Dear Esther is still the same cliche'd, meaningless drivel that it was all those years ago. It's not about someone's "descent into grief and acceptance", it's someone *saying* how say they are, how injured they are, how they're having to take medication and how their leg is broken, but doing nothing in game to connect that to the actual reality the player is supposed to experience. It's all tell and no show, all flash and no fire - visuals without real meaning stitched together with words that are empty, because they are *intentionally* vague and meaningless. There are so, so many better games out there that actually deliver story in an interactive medium in a way that engages the player, so many other "walking sims" that actually relate the character to the story, to make it feel as if you're a part of events instead of some kind of disembodied, avatar-less prescence. Dear Esther is a game with no gameplay, has a story with no plot, where the only symbolism and metaphor you actually get presented with is a front designed to sound like something that means something, because there's intentionally nothing concrete going on. All you get is nebulous statements, vague half-ideas and disconnected walking at a snail's pace, while you wait for something - anything - that might make you feel like you're part of events instead of just watching them happening while pressing the forward button. Dear Esther may be the first, and I'm glad it wasn't the last, but by every metric I use to judge a game and it's impetus, it fails completely.
Всё равно никто не прочитает, напишу что я гей
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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