
Travel across landscapes devastated by a catastrophic climate meltdown, following a small family in search of somewhere habitable. With limited supplies and facing potential death at every turn, your choices will decide their fate. Will they manage to settle down?
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/day in the week to Sep 14 → 0/day in the week after.
About

End of Lines is an interactive graphic novel, set in the near future. Following a climate-induced apocalypse, a group of survivors centered around a small family wanders in the devastated countryside of Southern Europe, looking for a livable place to settle.
The sky is red. Or is it?
The air’s so hot it feels red.
When did it stop being blue?
A battered old paper with words I can’t read
and lines that fade and melt across the tears and folds.
Lines that guide us towards hope.
The hope of a welcoming land.
And yet, we don’t know what we’ll find beyond the map.
Where the lines end.

Each choice matters: manage the supplies and the morale of your group in a ruthless environment where death may be encountered at any time.
A poignant vision of what may lie ahead: the story is set at the end of the 21st century, in a world where nothing has been done to counteract climate change.
A family unit at the core: follow Camille, Nora, their son Sam, the lively “Uncle” Rafik and the diverse cast of characters they befriend on the trail.
A beautifully illustrated storybook: with each playthrough, experience a novel-sized adventure and a portion of the hundreds of hand-painted illustrations created for the game.
An immersive and finely-crafted soundtrack.

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 | $2.79−80% | 72reviews | 93% | — | $2.6K |
| $13.99 | 5ratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Interaktiv roman om ett gäng överlevare efter klimatapokalypsen och deras kamp för att hitta till ett bättre liv. Utsökt vackert spel och välskrivna karaktärer. Ska spela igen och försöka få ett annat, lyckligare slut!
Un roman graphique vraiment beau avec une histoire vraiment bien travaillée... Attention à vous, car chaque choix compte... J'ai adoré ! SchrodingerKitten ~ Team Indie Night Fever
End of Lines is a narrative-focused adventure that explores survival through an emotional and deeply human perspective rather than traditional mechanics centered around combat or large-scale resource systems. Developed and published by Nova-box, the game places players inside a future devastated by environmental collapse, creating a journey where difficult decisions, personal relationships, and resilience become more important than physical power. Instead of presenting survival as an empowering fantasy, End of Lines examines the emotional weight carried by people trying to endure the consequences of a world that has changed beyond recognition. Set near the close of the twenty-first century, the story imagines a future where climate disasters have permanently altered civilization. Entire regions have become increasingly hostile to human life, forcing survivors to leave familiar places behind in search of safety and stability. Players follow a small group traveling across ruined landscapes while trying to preserve what remains of their hope and humanity. The narrative revolves around Camille and Nora, their son Sam, and their companion Rafik as they move toward an uncertain destination where survival may still be possible. The premise establishes a quiet but powerful atmosphere immediately, focusing on ordinary people facing extraordinary hardship. The strongest aspect of End of Lines is its emphasis on relationships. Every member of the traveling group feels important, not simply because they contribute to survival, but because their emotional well-being influences the journey itself. The game presents survival as something larger than food management or practical decision-making. Morale, trust, and emotional stability become equally important factors. Players are responsible not only for keeping the group alive physically but also for maintaining the fragile connections that hold everyone together during increasingly difficult situations. Decision-making serves as the foundation of progression. Choices carry weight throughout the adventure, often leading to consequences that shape future events in meaningful ways. The game avoids obvious right-or-wrong answers, instead asking players to make difficult judgments with incomplete information. Some choices affect supplies or safety, while others influence relationships and emotional outcomes. This structure creates tension because uncertainty remains a constant presence. Players rarely feel fully in control, reinforcing the vulnerability that defines the overall experience. Resource management exists, but it never overshadows the storytelling. Supplies remain limited, and difficult situations force players to carefully consider priorities, but systems are intentionally streamlined to support narrative immersion rather than dominate it. End of Lines understands that its strength lies in emotional investment rather than mechanical complexity. The survival elements function as tools to reinforce atmosphere rather than becoming the primary source of challenge. Visual presentation contributes heavily to the game's identity. The hand-crafted illustrated style gives the world a unique appearance that feels melancholic and reflective without becoming visually overwhelming. Environments damaged by environmental collapse retain an unexpected beauty that strengthens the emotional impact of exploration. The contrast between ruined landscapes and artistic presentation creates moments that feel both tragic and strangely peaceful. The visual style supports the game's slower pacing exceptionally well. The soundtrack also plays an important role in shaping atmosphere. Music remains understated throughout much of the journey, allowing quiet moments and emotional scenes to resonate naturally. Combined with the visual design, audio presentation helps establish a reflective tone that separates End of Lines from more traditional survival experiences. The game encourages players to slow down and absorb its world rather than rushing from one objective to another. Replayability comes through branching outcomes and varied consequences tied to player choices. Different decisions can lead to alternate developments and changing narrative paths, giving players reasons to revisit the journey after completion. The game does not rely on replayability through mechanical variety alone. Instead, it encourages exploration of different emotional outcomes and leadership approaches, reinforcing its focus on storytelling. The environmental themes running throughout the experience provide some of the game's strongest material. Climate collapse is not treated as background decoration but serves as the foundation upon which every major event unfolds. The world feels unsettling precisely because it feels believable. End of Lines presents a speculative future that remains grounded enough to encourage reflection without sacrificing its narrative identity. Players expecting traditional survival mechanics, action systems, or extensive crafting may struggle with the game's deliberate pacing. End of Lines commits fully to storytelling and emotional decision-making rather than conventional gameplay loops. Its slower structure demands patience and investment in narrative progression. Those willing to embrace that approach will likely discover an experience that feels thoughtful and memorable. End of Lines succeeds because it stays committed to its vision. It tells a deeply personal survival story shaped by emotional choices, uncertainty, and perseverance in difficult circumstances. Through meaningful decision-making, atmospheric presentation, and a powerful thematic foundation, it creates an experience that remains impactful long after the journey ends. Rating: 8/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 26 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
| $3.39−80% |
| — |
| — |
| — |
| 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 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Interesting premise.
Fantastic and emotional game. Only played one play through so far but keen to try every one possible. The art is utterly gorgeous, the music and sound design evocative and the characters are wonderfully portrayed. Heartbreaking moments throughout, each decision really feels like it matters and there is no right way of playing.
Belle expérience ! Après une première run complétée, me voici avec un retour. Je peux par avance dire que je compte faire le jeu au moins une deuxième fois ; à voir si je modifie mon évaluation, ou si ce que je vais dire dès à présent continuera à être pertinent au regard de cette deuxième run. Pour commencer, l'ambiance et la construction narrative sont deux énormes points forts qui justifient de s'intéresser à ce jeu, ne serait-ce qu'en profitant de son histoire le temps d'un let's play. J'aurais tendance à dire quand même que la qualité sonore et visuelle du jeu justifient d'y jouer, surtout compte tenu du tarif assez abordable. Les personnages sont intéressants, l'univers tristement crédible, les interactions rondement menées. On n'a pas besoin de grand-chose pour comprendre les enjeux, les dialogues sont suffisamment bien écrits pour garder de l'impact tout en entretenant leur concision. Pas besoin d'être prêt à lire un roman pour faire End of Lines... mais il faut accepter de lire pas mal quand même, parce qu'on peut déplorer l'absence d'une voix off et de comédiens de doublage, qui auraient pu aider le titre à prendre encore un peu en épaisseur. L'histoire est en revanche très courte. Alors oui, c'est le propre des jeux à embranchements multiples, on connaît ; mais en l'occurrence, à peine plus de deux heures pour finaliser une première run de découverte, c'est franchement très peu, même si je suis un lecteur assez rapide. Peut-être que ça s'explique parce que la fin que j'ai obtenue est plus courte que les autres... mais j'y crois assez peu. Le problème, c'est qu'on n'a du coup pas vraiment le temps de s'attacher aux personnages dévoilés, exception faite du quatuor de tête (Camille, Nora, Sam et Rafik, donc). L'aspect gestion du groupe et des ressources est également nettement trop embryonnaire, et c'est sûrement explicable par la longueur du jeu, justement. Pas le temps de vraiment poser de vrai dilemme, les ressources sont toutes mélangées, on en regagne assez souvent pour ne pas se sentir franchement dos au mur, le groupe n'a pas le temps de grossir suffisamment pour que l'équilibre ne menace réellement de rompre... Bref, c'est dommage que l'aspect survie n'ait pas été davantage potassé, à mon sens. On a donc en bilan : + L'ambiance sonore et l'ambiance visuelle du titre. + Les dialogues et la construction scénaristique. + Les quatre personnages principaux. + Le prix raisonnable. - La longueur du jeu. - La gestion des ressources trop embryonnaire, qui a tout juste le mérite d'exister. Pour moi, ça vaut le coup de tenter l'expérience, d'autant qu'il y a l'air d'avoir une relative jouabilité (j'imagine qu'il faut quatre ou cinq runs pour faire le tour complet de l'aventure...). En tout cas, c'est suffisamment unique et attrayant pour justifier de s'y pencher ! EDIT : Il me faut donc revenir par ici après avoir entamé la deuxième fameuse run pour préciser que l'essentiel du jeu ne semble pas pouvoir être franchement modifié par les décisions du joueur. Les premiers changements majeurs que je constate interviennent surtout à partir du quatrième (et donc avant-dernier) chapitre. Ce qui fait quand même un jeu doté d'une petite rejouabilité, mais comme il faut passer par des chapitres lu et relu, je ne suis pour le coup pas certain d'avoir la motivation de m'y remettre trois ou quatre fois.
This game is great...lots of choices....replayability...great art, music, writing, and story. I got a "rare" achievement that made the game so sentimental and sad. It ended well in my route. It's a great game! I recommend it. It was pricy for me but it's well worth the money!
excellent visual novel avec beaucoup de choix à faire tout au long du periple . Beuacoup d'emotions . J'ai adoré mon histoire et son epilogue . J'ai adoré le jeu
J'ai vraiment passé un bon moment. Les dialogues sont fluides et l'histoire tient la route
If, like me, you enjoy post-apo stories with an emphasis of the humans living through it (The Road, Parable of the Sower...) End of Lines should be right up your alley! The arte is gorgeous, the writing excellent, and I still have to come back to it to get the other endings
Selling now
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Players by region
Where this game's players are, estimated from review languages.
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